Devlog 6 - v0.20.10


Hello,

it's september and things are taking shape. Since remaking the whole project, a lot happened (as always). Things are more robust, more performant and prettier. It's still rough around the edges however.

So to be exact, here is what changed recently:

  • Post processing for a faked limited color palette look
  • Town got some NPCs with dialogue
  • Cutscene when starting a new game
  • The ground has gotten a shader for seamless texture transitions
  • The first 4 levels have been populated and are the whole scope of the demo
  • Fixed options for fullscreen/resolutions
  • Fixed and improved inventory, occupied cells are now marked, rotated items should keep their position
  • Fixed death screen causing problems when spam clicking on respawn
  • Fixed the loading screen making the game unresponsive
  • Fixed a rare crash when enemies spawn with an amulet


    For now the focus will be on polishing and improving things. The UI still needs work, it's not always clear to people how to toggle the automap, how the inventory/equipment works, how to drink potions etc.

    The balancing is also a piece of work. The beginning is very tough, while spending skill points wisely will make the rest a piece of cake right now. Item drop rates were also a wild guess and need to be properly refined. Some bugs are still present in the dungeon generator, which can lead to rotated doors between walls blocking the way.

    Once these things are getting in good shape, NPC shops and a storage chest in town will be tackled. All these things combined should make for a good foundation and a proper demo people can try to see if they like the game and what it aims to evolve into.

    Files

    Plunderground_demo_v02010_win.zip 207 MB
    59 days ago
    Plunderground_demo_v02010_linux.zip 200 MB
    59 days ago

    Get Plunderground

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