UPDATE
(ich partizipiere drüben im
r\roguelikedev-RedditSub am wöchentlichen
Sharing Saturday-Event, daher verzeiht mir, daß ich den dort geposteten Text einfach unübersetzt hier reinkopiere):
Bugfixes (mechanics/code related):
• In the Editor, when adding and deleting Maps from a Module, some data wasn't properly erased and re-dimensioned.
• Minor Bug concerning the WorldSeed-File (which stores recurrent locations of Items and other information, so one can effectively learn from one's mistakes): when the WorldSeed-File has been manually erased before compiling the same Module again, the freshly generated WorldSeed-File only got final after the second launch of the Module, whereas it should've been final on first launch.
• After dying and trying to relaunch the same Module, the information of the correct FileSuffix wasn't updated, so one had to try twice to effectively relaunch the Module. Minor nuisance, still: what's fixed, is fixed.
• The Player could go insane after he receiving the death blow. Again, nothing major, just a visual glitch which felt more irritating than thematic (even for a Lovecraft-themed Roguelike).
Bugfixes (potentially Game-breaking):
• When the Player teleported on a tile, where the only exit was to step on another Teleport, and an Item happened to be on that target tile of the first Teleport, the Item couldn't be picked up, ever, because the checkStep()-Procedure, where every interaction with the world is being handled, wouldn't activate AFTER a Teleport (this was effectively a design-choice, since I didn't want players to endlessly jump from one teleport to another, potentially resulting in a dangerous recursive loop). I fixed this by extracting the checkItem-Part into a Procedure of it's own, which can now be called seperately safely, even after teleporting
• When Monsters spawn on Key-Items, they will pick them up immediately and add them to their inventory. The Key is being dropped, once the Monster is slain (not if it falls into a hole). Now, Cultists have the passive ability to mutate into Deep Ones, whenever they stand adjacent to a Shrine - the logic works like this: the Cultist-Actor is being killed and a new DeepOne-Actor spawns on the same Tile, and some relevant attributes are being passed on from the dead Cultist-Actor to the new DeepOne-Actor. This includes stored Keys. Now, since the Deep One has just spawned, it will also try to pick up any Key on their tile, and since a Monster has only space for 1 Item, it will overwrite any Key, that's potentially just been passed on by the dead Cultist. How did I fix that? Well, when mutating, the Deep One will perform a check if it's already holding a Key, before picking up another. Easy, right?
Content and Mechanics:
• Rework of the Pathfinding ... effectively I succeeded in making my Monsters dumber, and I couldn't be happier about it. It now pretty closely resembles the experience of the Original Game from the 90s that I'm trying to emulate ... Monsters in my recent iteration where way to smart, thus undermining one of the Core Tactics of the original, that just by moving around you could deterministically steer Monsters into certain directions. I still allow them to attack the player, though, when they're fleeing and find themselves cornered (in the Original they didn't react, they just stood dumb in their place while bleeding to death).
• Generating WorldSeed-Files is now completed. WorldSeed-Files hold the information, how the overall Map Orientation looks (flips and rotations), what Keys open which Doors, and where Items are located. The properties of the Items are being shuffled around though, but the overall number of each Item-variation stays constant: for example, if there have been rolled 15 Scimitars in a Module, every time a Module is being restarted, Items will spawn in their same location, but which of the Weapon-Items will be one of the 15 Scimitars, will be subject to change. Only Shrines, Covenants and Fireplaces are completely random.
• New Color-Scheme (it's final now, I guess).
QoL-Additions and Polish:
• In the Editor, while holding Shift-Key, it's now possible to shift around the whole Map (as long as there are spare Wall-Tiles to either side). This took a while until everything worked, since Teleport-Links (and their Targets) had to be flagged accordingly and restored after performing a Map-Shift.
• When Compiling a Module, the Editor will now check for all sorts of errors, like Items and Obstacles spawning inside Walls, or Doors with missing Wall-Tiles underneath. Once it'll find such an anomaly, it will take the player to the respective Map and place the Cursor on the offending Tile.
• When stepping on an Item, that Item will now become invisible, since it's being picked up immediately (just a minor visual tweak); when the player has to drop another Item, though, since he can only hold 1 Weapon and 1 Shield, that Item will be displayed after it has been dropped automatically.
• Candelabras now have a chance to spawn unlit. By interacting with it, the Player will light it up, thus revealing any surrounding Tiles.