Devlog 23
This Week
Lots of new additions and the re-introduction of items back into the ecosystem!
First, containers. In all main rooms (for now), there are containers that will contain one item each. To access their inventory, click on them and use the ‘loot’ action.
Due to a change in the structure of how items are implemented, currently it will look like there is nothing inside the slots. However, in the first slot of each container, there is a single item. These work as they did previously. You can still drag them over to the slot on the character window in order to equip them. The only thing that’s ‘wrong’ with them is that their slot icon is currently broken. This will be fixed in a future patch, but I ran out of time this week.
I got through a lot of technical debt on the back-end too! The item system was designed to work for the demo, so I spent some time this week bringing it up to a point that’s closer to where I want it. At the moment, there’s no hooks that function in game due to a manual override. However, feel free to look through the files and see the hook structure as it currently is! There’s lots of interesting things in there pulled directly from the source of TQ via scripting.
The final thing to change this week is custom room shapes. They are now fully implemented and work in the same way as the custom map shapes do! I might at some point add holes and more to the map shapes, but for now they are just additive. The options are rectangle, circle, and polygon, and they follow the same rules as the map shape generation.
Next Week
Next week, I’m going to focus on refining and fixing any bugs that get reported (as well as a few that I’ve found!) I want to address some continuing technical debt in how the item system works as well. I’ll talk more about that next week when I get that sorted!
For now, enjoy the release! It’s open to everyone, so the link will be
in this devlog right here! I don’t have to make two posts for it anymore! :3
Have a good weekend everyone, and see you around!