Woot!
Random encounter code version 0.1 is operational. It shows no warning on the map, it currently selects one of three menus using a d% roll, and appears to do so cleanly and properly... it's all good. (SVN isn't set up yet on my home machine, though, so it'll go up into the repo tomorrow.)
Next up I plan to have a "Local Risk Type" determined by where you are (in city, for instance, versus in the wild) which will be rolling on a different table, and a skill check to determine whether you get the "you spotted them" initial menu or the "you've been surprised" initial menu for a given encounter. These should be relatively easy refinements.
Got another volunteer task which does not require coding skillz. This is lower-priority, but won't actually be that hard, if one of our non-coders wishes to undertake it; just takes a copy of the map and a compass (or circle-drawing function in something like Illustrator). I want to work on setting up an implementation for how we reckon the Risk Type and Risk Level by where you are on the map. If someone is interested in contributing to this part, grab the map (a copy of the official Darklands map, btw, can be found
here, although the nifty Flash version
here is pretty sweet too), and go over it planning circles of dooooom.
By which I mean this: this is going to be my trick for establishing the difference between the road and the deep wilderness. Take that map, and start drawing circles on it. Each circle should encompass no major roads on the map, and indeed should steer clear of the roads by a decent margin. [If you look in A4 on the map, you'll see Xanten and Wesel. A road should get a span about as wide as the distance between these two cities, which is considered safe. This gives plenty of room for player sloppiness and M&B's weird pathfinding algorithm.] Don't get fanatical about circles, because the number of them will matter to us; to use another example from the jpeg map, in the area near Xanten/Wesel labeled "Bern", I'd put only one circle, with its center a little below the "d" in "Sauerland". I wouldn't bother to "fill in" the western or southern tips of the vaguely triangular area between all these roads. Mark the circle on a master map in something like Illustrator which can provide me with coordinates of the center and radius of this circle.
Once we have a bunch of those, what's going to happen (basically) is that an invisible map marker will sit at the center of each of those circles. If you're within radius Y of map marker Z, you're in the wilderness, and your Risk Type is different. There are plenty of ways we can conserve processor time and not scan all of them, merely the ones anywhere near you, if we find this is an issue. I'll code it. I would just appreciate some dab hand with a circle to go through and do the prep work.
Lots of jobs, folks. They'll all get done eventually, but every volunteer is a help. This mod is turning out to be surprisingly nontechnical - it's all about the voluminous content, really.