Weekly Changelog – Visuals, Mechanics, and more

Added sprite packs, particle effects, improved looting, bootstrapping, and visual range. Fixed bugs and Level 2 functionality.

  • [NEW] Brought in some helpful sprite packs for better visual flair. You might notice a bit more polish in places!
  • [NEW] Added some particle effects to make exiting levels feel a bit more impactful.
  • [NEW] Incorporated GDS Sprite Packs for new visual elements. You’ll see more variety in the world now.
  • [NEW] Added ITD.ldtk. This lays some groundwork for how I’ll build levels going forward.
  • [NEW] Introduced a basic winning condition tied to the main quest because a good delve needs a clear goal.
  • [NEW] Started work on a mining mechanic. This adds a new way to interact with the environment and gather resources.
  • [NEW] Skills are now tied to weapons and equipment. This means your gear directly influences what abilities your dwarves have in combat.

  • [IMPROVED] Did some general improvements across the board. Just tidying up things to make the game run a bit smoother.
  • [IMPROVED] Refactored the bootstrapping process. This is a technical thing but it means the game should start up more reliably.
  • [IMPROVED] Overhauled the action system to work with the outsourced skills on weapons and equipment. You’ll find more interesting gear with unique effects now!
  • [IMPROVED] Improved the visual range for area effect skills. You’ll have a clearer idea of who you’ll hit before you commit to a move.
  • [IMPROVED] Reworked the extraction routine. This is part of how the game loads and manages data, and the improvements mean things should load faster and cleaner.

  • [FIXED] Squashed a bug where characters would sometimes try to act when it wasn’t their turn. Less confusion on the battlefield now!
  • [FIXED] Repaired some issues with doors and hatches. They should behave themselves now, though pathfinding still needs some attention in the levels.
  • [FIXED] Fixed a material change issue at the project level. Just a small visual glitch that’s been sorted.
  • [FIXED] Addressed a problem with the selected state visualization. It should be clear who you have chosen now.
  • [FIXED] Fixed camp loading issues. Your home base should load up without a hitch now.
  • [FIXED] Repaired the camp scene. It should be a pleasant and functional space to return to.
  • [FIXED] Corrected a few things that were preventing Level 2 from working properly.

  • [MILESTONE] Bootstrapping is done, and Level 2 is now functioning. Another step deeper into development!
  • [MILESTONE] Achieved a working empty scene based on the new architecture. This doesn’t sound like much, but it’s a crucial step for building out new areas.
  • [MILESTONE] Decoupling of various systems is complete. This makes the game more flexible and easier to add new content.
  • [MILESTONE] The level quest now functions as the win condition. You can finally aim to complete your current objective and its much more flexible for me to build a level

  • [TECHNICAL] Updated the Assembly file. Just some under-the-hood maintenance for improving development speed
  • [TECHNICAL] Made the LevelManager responsible for loading players and components. This streamlines how characters and interactive objects are brought into a level.
  • [TECHNICAL] Did some initial analysis. Just taking a look at things to plan the next steps.

Summarized by AI

This Changelog is automatically generated with Google Gemini based on my git commit history.

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