Delve 0.3.x -- what's next?
Now that 0.3.1 is in the wild, I'm going to spend a week or two on bug fixes and polishing before returning to adding new features.
I got a bit of feedback from the rogulike dev discord and there are a bunch of places where the game is unnecessarily obtuse, like not offering an explanation for how the Examine command works. So I'm trying to improve that. Some other fixes so far:
- fixed some glitches around trap generation
- fixed a glitch where quitting the Use Item menu might still consume the item (specifically for things like vials of poison and scrolls of identify)
- added a tool-tip for the Aim targeting UI
- fixed pop-ups where you couldn't dismiss them with the enter key
The current glitch I'm working on is when you buy something and your inventory is full. Currently the item is added to a nonexistent inventory slot...
So, yeah, I'm going to polish and bug hunt and probably release 0.3.2 in a few days, and do the same for another week and release 0.3.3.
On macOS, half the movement keys don't repeat if you hold them down, which is also on my docket to fix. I'm not sure if this is specifically a macOS problem or my poor implementation of raylib's keyboard handling. At any rate, I'm going to try to fix that for 3.3.2.
My initial focus with 0.4.0 will be just more stuff in the dungeon. I have a bunch of ideas and notes for more special rooms, encounters, and mini-puzzles. And I'd like to expand on the NPCs and make their dialogue a little richer.
Files
Get Delve - A Roguelike CRPG
Delve - A Roguelike CRPG
A roguelike rpg in classical style
Status | In development |
Author | Dana |
Genre | Role Playing |
Tags | ascii, Roguelike |
More posts
- v 0.3.322 days ago
- Delve 0.3.227 days ago
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