You may want to read part I before reading this. Dungeon Lighting (finally) gets Intuitive As you might have noticed in release #5-7: some rooms are lit up and some are not, and I’m not talking about the “brightly lit rooms” or “darkness”. It is just that some rooms have all tiles lit and some […]
Month: March 2016
This will be another mini-series of posts about a reform in light and sound in the dungeon. The Light Attribute Changes Name (again) Now when monster attributes are fully visible, it makes sense to make all monster attributes matter in the same way as they do for the player. Previously the monsters’ noise and light […]
I realised I haven’t updated the blog for more than two months now. I am still working on Release #8. Progress is slow but steady right now. There are really a lot of changes so I still cannot predict when it will be done. Inventory Space I’ve always been a fan of small inventories in […]