Welcome to another dev diary!
I’ve been a bit quiet the last two weeks as I was on holiday from 26th May until 2nd June and then it was my birthday on the 6th June, which meant I didn’t have time to upload a dev diary on the Friday/Saturday.
Luckily, I did manage to work on the game during this time and have added a few features but with the majority of my time spent focusing on adjustments to the current systems with a focus on creating a more uniform aesthetic through the game.
I’m not an artist or UI designer by any means, but I think it’s certainly come a long way and I look forward to both casual and hardcore roguelike enjoyers both finding they are able to approach the game with ease.
Also, if you haven’t already, make sure to join our Discord and Reddit as this is where I am most active!
New Features:
- Added ability to change screen size, disable screen resizing and added a full screen option.
- Added clickable icons to the GUI to allow for more mouse functionality.
Changes:
- Completely redesigned the level up screen to fit design of other menus and added mouse functionality to it.
- Completely redesigned the character creation screen.
- Rewrote the intro story.
- Modified some of the background starting equipment.
- Modified the overworld map tiles for savannah and flatlands.
- Changed the tile background colour of each non-entity tile (rocks, grass etc) so that they better reflect their biome.
- Slightly lowered the XP required for each level.
- Change the main menu background art.
- Added random name generator to character creator.
- Added ability to LMB/RMB through the character creator.
Bug Fixes:
- Fixed inventory scroller bug that had the last item not visible due to overlap with instructions.
- Fixed bug where killing a feral pig didn’t spawn any meat.
- Fixed level up screen not centering properly.
- Fixed incorrect information in tutorial screen.
- Fixed bug where kill screen would not display properly.
- Fixed bug where clicking would not exit help screen.
- Fixed bug where you could fire on the overworld map.
As you can tell, a big part of this update was focusing on the visuals. The game was previously locked at a certain window size but I’ve now added the option to go full screen and resize the window. I’ve also added a json file that keeps track of this between sessions so you don’t have to keep changing it each time.

As mentioned, I’ve had a big focus on standardising the visuals in all menus for the entire game. All menus now have this new style and unless I do a full revamp of the GUI at some point, it’s likely to stay this way.
I also added a new background for the main menu. I previously had used a royalty free image from the web whereas the one below is completely bespoke to the game!

Speaking of the GUI, I’ve now added some buttons to the main screen for mouse players to access menus. I’ve had a real focus since the beginning of the game to have players be able to use just a keyboard, just a mouse or a combination of both. I’ve now gotten mouse functionality to around 90% of the game and will continue to add more as it progresses.

I also rewrote the games story intro. The next major feature to add is NPCs and everything that comes with that (Dialogue, Trading, Quests, companions etc) and I think this will tie nicely into the story and how it progresses.

That’s going to be all for this week. My focus for this week is on adding new features in preparation for the NPC update, which once implemented fully will mean I can start looking at an early 0.0.1 test release!
As always, thank you for reading and make sure you are following us on all the socials for more updates!
Thanks,
Stanners

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