10/21


three weeks since my last dev log, holy hell. But I've been busy. here's the quick and dirty since 10/2:

hotbar slot change sfx

run +attack at the same time is back

tooltip delay removed

damage numbers 

fine bed, rotatable large storage

caves with walls, floors, stalagmites, loot chests, loot tables, darkness, and a new mob type

procgen algos for caves to exist

iron mace added, punch fixed, bone mace added, copper/iron scrap in caves.

damage types (blunt, blade, pierce, etc) and a damage groups so certain weapon types do bonus damage to certain things and reduced to others. no more chopping down trees with a wrench (quickly anyway), sorry 

3 new trinkets

another new mob for nighttime

loading popup

fixed a bunch of HUD shit

added augments and weps/armor with augment sockets for upgrading your stuff

game saving is finally in! half in, anyway. a lot of stuff, especially npc/colonist stuff is NOT in yet. im getting there

added ammo to the game (sorry) for bows, crossbows, and firearms

clock added to inventory screen 

a dozen new items, mostly dungeon loot

added randomized item quality so weapons/clothing can now be of poor, common, superior etc quality and get bonuses from it. 

whole bunch of behind the scenes stuff not worth mentioning here



there you have it, another three weeks of my life spent working on the game. I'd say things are coming along nicely and we're getting very close now to an official demo state. still so much more to come, so stick around, tell your friends, etc.

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