August 19th Development Updates
Linux Builds
Hello gamers, I’m delivering to your brain a short message about today’s Skulk progress. First I configured the project so that when developing on my Windows machine I can use Windows Subsystem for Linux (WSL) to create Linux builds. This will let me distribute builds for both platforms at the same time, since I can build them on the same machine.
Please let me know if you find issues with these Linux binaries. I built them using PyInstaller on a Debian WSL instance and have tested them on Fedora.
Making the Trap System Stable
During my playtesting today I ran into a crash when navigating over a tile that previously had a trap in it. This was due to the trap resolution code failing to reset the map’s trap matrix entry for that location, causing the code to try and look up a trap that has been deleted.
Dungeon Generation Tweaks
Once that was fixed, I began playing with the dungeon generation parameters to hit a sweet spot of cavern size and navigability. I feel like the rooms in v0.0.3 are a bit too cramped, leading to adverse gameplay effects. Along with this I’m working on improvements for Mob pathfinding, and ways for them to unstuck themselves if they bunch up in a passage.
Conclusion
I’m gearing up for another release Friday, working on this project is really exciting for me. Thank you to everyone who’s taken the time to experience this game.
Files
Get Skulk
Skulk
A barebones traditional roguelike.
Status | In development |
Author | Howling Angel Games |
Genre | Role Playing |
Tags | ascii, Dungeon Crawler, Roguelike |
Languages | English |
More posts
- Art by PerfectlyDisfigured!99 days ago
- No Update this FridaySep 04, 2024
- Alpha v0.0.5Aug 31, 2024
- Linux HotfixAug 24, 2024
- August 23rd Alpha ReleaseAug 23, 2024
- August 21st Development UpdatesAug 21, 2024
- Alpha v0.0.3Aug 17, 2024
- Skulk Alpha ReleaseAug 17, 2024
- Defining the Dungeon; How I Learned to Love Changing NumbersAug 01, 2024
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