Absolutely! And thank you for the callout. I've now updated the itch page with the current version and links.
Gerald Burke
Creator of
Recent community posts
It is not! I completely forgot to update the itch build of this. If you still need to use it, you can do so here:
https://github.com/geraldfingburke/simple-leaderboard-api
If you already tried that and it didn't work, it's because the links were out of date as well. I just updated my site a few weeks ago and completely forgot to update the other services I run on it. Everything should be current and it appears to be working.
I went to a talk one year at the East Coast Games Conference. One of the folks from the Everquest team was talking about designing dynamic AI by building agents that operated on a set of wants and needs, rather than a scripted behavioral routine. This was an attempt to model that. My major failings were 1. Not giving myself enough time to make it work (I started on the last weekend) and 2. Slapping the 'game' elements onto the simulation almost as an afterthought.
Thank you for playing!
I originally had a filtering system, but messaging kept slipping through, I had to chuck it out at the last minute. Most of the problems were a result of me only working on it the last weekend of the jam. But I do plan to follow up and get it working to the point where this stuff is more clear.
Bless is meant to provide a boost to one of your primary resources. Blight was meant to be tied into an unimplemented fear metric. Villagers are meant to be able to kill one another if their temper is high enough, but I never got it triggered. Dangerous villagers would decrease the safety and smiting them would help to improve that.
I plan to follow up and fix some of these things one the rating period is over. I also need to add an intro that tells you what is meant to be happening.













































