A2 Released
Sometimes gamedev is weird, okay?
This update ended up being a bit larger than I initially expected. I got carried away on a few features and it caused a bit of a delay. I think it was worth it, though! Things are starting to feel like an actual game now. A3 is when things are going to really get going, though, I think, with stuff like character creation and the ability to save game progress. Patch notes follow:
New in A2:
Gameplay
Inventory for PCs: The characters can now carry things! Each PC has an inventory which can be accessed by pressing 'i' (by default) and can hold up to 36 items. PCs can equip items as you would expect them to be able to. Swap between PCs' inventories by clicking on their portraits.
Loot In the World: Loot can currently found in bags (see above, though they're a bit more stationary) found throughout the cave. Press 'g' (by default) to pick them up.<
Attacking in combat now takes Attack and Defense stats into account. You should notice melee fighters being much more effective now, and armor is very useful to the party's survivability. If you can find it. :D
User Interface
Adjustable UI Elements: You can now toggle the ability to move the minimap, party roster, and message log if you so desire. The inventory can also be moved by dragging its header bar. The header bar functionality will probably eventually be added to the minimap, message log, and party roster in place of the current buttons.
Video Settings: Basic though they may be, you can now set the game's resolution and windowed-mode. More to come here. Resolution and window settings are shared between launches of the game and, due to how Unity saves them, should persist between version updates as well.
Keybind Settings: I'm apparently something of a black sheep when it comes to movement keys in dungeon crawlers. Thankfully, now all keys can be rebound to whatever you'd like. Keybindings are saved between launches of the game.
Added in-game user interface buttons for inventory and menu.
Added tooltip support for general UI elements.
Visuals
Improved Readability: The message log (and fonts in general) have been made to be a bit more readable and less harsh on the eyes.
Resolved Issues in A2:
+ [Visual] The main menu's background decor wasn't wide enough for ultrawide monitors. This should be fixed now.
+ [Visual] Tooltips had issues properly resizing themselves vertically to contain their content. This has been fixed.
Known Issues as of A2:
- [Gameplay] The 'Strafe Left' and 'Attack' keybinds are both currently on the 'A' key. This can lead to accidental sidestepping after combat has been resolved.
- [Gameplay] Hotkey rebinds currently allow the binding of the same key to multiple actions. I'm sure this could be used to break things, but I'm okay with the functionality for the time being.
- [Visual] UI Scale changes made on the main menu do not persist into gameplay.
- [Visual] Dead PCs should have equipment grayed out.
Files
Get Currently Unnamed Dungeon Crawler
Currently Unnamed Dungeon Crawler
A fantasy grid-based dungeon crawling RPG.
Status | In development |
Author | GHostLPs |
Genre | Role Playing |
Tags | 2D, 3D, Dungeon Crawler, Fantasy, First-Person, Pixel Art, Retro, Singleplayer, Turn-based |
Languages | English |
Accessibility | Configurable controls |
More posts
- CUDCrawler A5 Has Released!89 days ago
- CUDCrawler A4 Has Arrived!Jul 19, 2024
- Godot Port Progress UpdateOct 19, 2023
- CUDCrawler and the Unity DebacleSep 15, 2023
- A3 Released!Dec 16, 2022
- A1 ReleasedMay 21, 2022
- Frequently Asked QuestionsMay 21, 2022
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