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!15 days ago
- No Update this Friday16 days ago
- Alpha v0.0.520 days ago
- Linux Hotfix27 days ago
- August 23rd Alpha Release28 days ago
- August 21st Development Updates30 days ago
- Alpha v0.0.334 days ago
- Skulk Alpha Release34 days ago
- Defining the Dungeon; How I Learned to Love Changing Numbers50 days ago
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