Made some great progress with items and data management this week. Got some basic saving and loading working well – after release I want to write up a thing for other devs on how item data is all stored and loaded. I don’t see a lot of tutorials on that topic, and it can be a tricky thing, particularly with RPG type games with many items. The Enchanted Cave 2 has an extra layer on top of this with the artifact system and enchanting to allow for very custom items which have to have all of their data saved somehow.
Anyway, I’ve been working on that mostly to be able to start playing the game normally through multiple runs and balancing stuff out soon. I did do a nifty escape wings animation though!
This week worked a good bit on important but boring stuff for mobile optimization to reduce lag, like rewriting some of my item scroller code and caching some of the sprite texts. Buuuut… I did want to also give you all something to look at so here you go:
“Loot this run” screen. Shows artifacts, stat gems, and a few other useful stats for helping decide whether to use the escape wings yet or not:
And Iceslash, the ice attack spell!
Week 21, here we go!
Experience system has been added! Level Ups grant you a choice of a stat bonus just like the multi-gems along with 3 skill points.
Skill Tree animations!
And lastly, a screenshot of another part of the dungeon, a jungle temple kind of thing!
Was working on a bit of random things this week, like a little title screen fade into the gameplay:
The specifics will be altered later to include a character select after clicking play, and probably a continue button to quickly continue with the last character used which would look like the above.
A good bit of work was also done on the bar/inn interior where most of the NPCs will be. No NPCs inside yet, but some basic furniture is done. Still a lot to do, though: (not an in-game screenshot)