The Vendors Are Open for Business

Cube Dev: The Vendors Are Open for Business
Vendors are alive!
You can now walk up to a vendor, double-tap, and actually buy and sell items.
Of course, there's a catch.
If you buy something, wander off into the dungeon and get yourself killed before reaching a camp...
None of that happened.
Your purchases, sales and other progress still need to be committed at a camp, so finding one after a particularly good shopping trip might be a wise idea.
Fortunately, vendors tend to understand the importance of location, location, location, and you'll usually find them hanging around reasonably close to camps.
NPCs Are Moving In
NPCs are starting to make their way into the dungeon as well.
And with NPCs comes the next fairly large piece of the game:
Quests.
I'm keeping the quest system relatively simple. An NPC can offer you a quest, and some of those quests can open a portal leading somewhere else.
Step through the portal and you may find yourself on a small separate floor — basically a little tomb or mini-dungeon.
Go in, do whatever horrible task you've agreed to do, find your way back out, and collect your reward.
Simple enough.
The Tombs Already Work
The actual quest system is still being built, but some of the pieces it needs are already functional.
Portals work.
Tomb maps work.
You can enter a portal, move into one of these separate mini-floors, explore it, and return.
That gives me a nice way to add smaller adventures without interfering with the main dungeon floor. They can be used for quests, special encounters, or simply as optional places you might discover while exploring.
Now I need to connect the NPCs, objectives, rewards and all the other pieces that turn those little areas into actual quests.
Everything is running smoothly so far.
Hopefully the quest system doesn't decide to throw a wrench into the works.
I'm sure it'll be fine.