RLDC V 1.5.2


Of course there have been many changes to the game between 0.0.1 and 1.5.2 but i didn't actually know about the devlog section so i'll just post what's changed since 1.5.1.

  • Significant modifications were made to the foundation of how the floor tiles are generated and stored. This will allow me to implement multiple tile types for walls and floors (previously, bespoke tile definitions were made on a per floor type basis). Now, floor types are stored like GROUND_GRASS, rather than just groundTile with the groundTile being defined. Previously, the tile type was baked into the procedural generation rules as well, which meant any Floor that wasn't a custom floor was always going to use the default "dirt" and "tree" graphics. Now, tiles are biome specific so the procedural generation can pull from the biome relevant tiles. When new biomes are added, they should be able to seamlessly use the biome specific tiles that are assigned.
  • Saving and loading now use the new architecture for the tile types so they work properly when loading a game.
  • Custom floors are being overhauled to allow more diverse Floor types. Presently, i'm just defining the X Y dimensions of a room and manually placing POI's like the NPC and ENTRY and EXIT tiles. Soon i will be able to save a mapFile of a custom Floor layout and have that be interpreted by the floor generation logic, which ideally will work in a similar fashion to how loading a game works. Presently, when loading a game, the X,Y coordinates of a tile and the type of tile are stored in an array and loaded in somewhat like a custom Floor like the Merchant or Blacksmith floors.
  • Corrected an error that prevented the logic for enemies dropping items when defeated from functioning.
  • Implemented the REFINE tab in the Blacksmith, so players can now use 5 of a resource to make 1 of a higher quality resource (ex, 5 common > 1 uncommon)
  • implemented functionality for loading custom assets for tiles. currently only 1 custom texture is used for grass, but this will be improved soon.
  • New nourishment system implemented, allowing players to restore health depending on  how high their nourishment level is. 5% HP regen and 10% HP regen for nourishment 50%-74%, and 75%+, and no regen below 50%. 
  • New skill called Spontaneous Metabloization allows players to trade nourishment for direct damage for a single attack.
  • Debug menu allows users to directly type in the name of an item to add it to their inventory.

Files

RLDungeonCrawl1.5.2.zip Play in browser
4 days ago

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