Weekly Update – April 12, 2024

It was a moderately light week due to work travel. The focus was on balancing and bug fixing.

  • New content
    • New combinations: Guano + Torch
    • New items: Oil, Heavy Strike Book, Charge Book
    • New objects: Health, Magic, Stamina, and Cure Poison Puddles
  • Miscellaneous improvements
    • Entity types can now have explicitly defined status effect resistances. Previously, status effect resistances were derived from the entity type’s physical material. Both methods can be used to specify resistances.
    • Abilities are now learned by finding and reading books.
    • Screenshot and graph filenames now contain the dungeon level.
    • Mushrooms and crystals now drop items 100% of the time.
    • Decreased level size from 72×72 to 64×64. The former size felt out of proportion with the pace of the game, and room types repeated too much. Further adjustments and possibly dynamic sizing may be needed down the road.
    • Bats cause less damage.
    • Skeletons have fewer HPs. 
  • Bug fixes
    • In the middle of the player death animation, the screen turns black and the map is no longer visible. I’m embarrassed to say that I spent 2.5 hours on this. I vaguely recalled wanting this behavior (Dimming the background made the game over text more legible) and implementing a mechanism to dim the screen, but I couldn’t recall how I did it. I tried disabling various game objects in the Unity scene view to determine the source. This was unsuccessful, so I walked through the player death code, which is spread across multiple event handlers. Still no luck. I checked the actor visibility code to see if the player’s sight was being set to zero, or all of the map cells were being set to unseen. That wasn’t the cause either. Only then did I remember that I had originally logged this as a bug, and then closed the bug after adding the game over text and deciding that it was desirable to darken the screen when the game over text was displayed. I still had to troubleshoot the bug, but at least now I knew that I hadn’t previously added something to cause the behavior. The bug turned out to be that the light sources on the player didn’t transfer to the player’s corpse. A second bug was that the player’s torch was extinguished when transferring to the corpse. 
    • When a Bandit dies, the resulting Dead Bandit entity tries to equip the items in the Bandit’s inventory.
    • Armor appears twice in Dead Bandit inventory.
    • Arrows not automatically equipping when picked up.
    • Cultists are able to build Bandit Hideouts.
    • Poisonous gas sometimes causes the game to freeze.
    • Spiders can get stuck in webs.
    • Right-clicking on Guano doesn’t display the context menu.
    • Right-clicking on cells without entities doesn’t display the context menu.
    • Enemy status effect icons appear above UI panels.

The demo MVP status is as follows:

  • Play Test 3: 100%
  • Performance optimization: 100%
  • Minimap: 100%
  • Major UI/UX issues fixed: 60%
  • Missing liquid content: 50%
  • Balancing: 40%
  • Missing sound effects added: 40%
  • Major bugs fixed: 30%

Next week, I’ll continue working on balancing and bug fixing. I’m also looking into setting up a new audio system (there really isn’t one at the moment) to address bugs involving sound effects.





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