
The Dungeon Is Starting to Feel Alive
Campfires have ambience, monsters can wander and chase you, shrines are handing out blessings, and witches, vendors and NPCs are starting…
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Campfires have ambience, monsters can wander and chase you, shrines are handing out blessings, and witches, vendors and NPCs are starting…
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Status effects are finally alive, curative items actually have a reason to exist, gear can now wear out, and short rests and campsites are…
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Inventory equipping is finally working, equipment now actually affects combat, and character creation is getting a little more interesting…
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The basic inventory screens are in, slot selection works with twists and double taps, and the equipment flow is finally starting to make…
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Spells, potions, multi-effect items, smoke bombs, and updated combat result screens are all working. Next comes the inventory system — and…
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The dungeon is playable. We can move, fight, win, lose, collect loot, level up, and choose abilities. Which means, naturally, it’s time to…
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Movement is finally behaving, the map editor has turned into something much better than I originally planned, and the first five dungeon…
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Movement has been revamped yet again, but this time it actually feels right. JOFD now uses twists for reliable dungeon movement, while a…
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Sound effects are working, equipment and quest items are starting to take shape, and movement is getting better. Of course, I still have…
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