Tag: New Content

  • Weekly Update – August 21, 2026

    Attributes Wired Up The stat modifiers affected by attributes (Might, Agility, Insight, etc.) were fully configured, but never wired into the game. Attribute scores now determine many stats such as HP gained per level, maximum pushing weight, trap detection chance, and base evasion. New Abilities (10) These were a lot of work because half of…

  • Weekly Update – August 14, 2026

    This week, I went down the optimization rabbit hole to speed up map generation. I still didn’t get around to replacing the missing sound effects.  Map Generation Optimization Average map generation time shrunk from eight seconds to one second. The improvements came from caching, early filtering, and short circuiting. New Content Next week, I’ll focus…

  • Weekly Update – August 7, 2026

    I didn’t follow my plan for the week of fixing missing sound effects and weird enemy AI behavior. Playtesting led me in many other directions. UI/UX Enhancements Improved On-Screen Log New Abilities New Objects Ally AI Type To support summoned allies, I had to create a new actor AI type. Ally AI a variation of…

  • Weekly Update – July 17, 2026

    Third highly productive week in a row. That may be a record for 2026. Key Binds Keys can now be remapped in the game settings. This started out as wanting to display what each key did. I reasoned, after the new UI panel was built, that it wouldn’t be that much more work to support…

  • Weekly Update – July 10, 2026

    It was another solid week. The final missing pieces of map generation are falling into place: locked doors, progressive difficulty and rewards, and acceptable random room stocking. Improved Locked Doors Room Risk and Reward Rooms now have risk and reward scores to control their difficulty and loot quality. Risk and reward scores are based on…