Devlog #5


Welcome back! This DevLog marks a full three months of part time development of Castlemancy, and while not a huge update, there's some new content and a few fixes we'll go over in this post.

Lets start as usual with bugfixes:

Fixes

The first fix was discovered in playtesting. Previous versions allowed the topic button on an NPC to be clicked repeatedly, restarting the dialogue window and smashing the current dialogue together with the next one. Hilarious as this was, I've added a few checks on the dialogue code so that clicking on the topic button, pressing escape, and closing the dialogue window all stop the current text short. 

The next playtest discovered bug was in the code for resting at an inn. It was discovered that the inn will heal an unconscious character's HP and MP, but wouldn't bring their condition back to normal. This was fixed, so that now Inns behave as one might expect them to. T

he last playtest discovered bug was a far more game breaking one: if a player at any point selected the Identify option at shops, they would be locked out from selling items forever. After some serious hunting through the logic to find out exactly why this happened, it turned out that the button which sets the interact mode on shops to sell didn't actually flag the sell bool on the shop itself. Thus no amount of pressing on the button would make any difference. A simple fix to a seemingly not so simple problem.

The last noteworthy fix was on the monster infobox. Previously the box called for the first image component it found and then set that image to the sprite on the specific monster the player was trying to view. Now the infobox grabs the correct image and sets the sprite so that the monster infobox is useable.

New Stuff

For starters, I've continued working on monsters. To that end there's a few new faces:

Ghoul

The new ghoul monster

Green Slime

The green slime digests its foes down to the bone

Cube Slime

The cube slime is large, and slow


The Zombie

The zombie slowly lumbers it's way towards the party

Ghoul, Cube Slime, Green Slime, Red Slime, Minotaur, and Zombie are all new monsters, with a basic set of animations, and new infotexts and sprites plugged into them so that monster infoboxes display a better set of information about them. In addition, the first monster idle sound has been added to the Zombie, hopefully more will be added to the other monsters by the next update.

Other new stuff includes adding new enchantments so that magical equipment provide bonuses when worn, adding a text on shops that displays the cost of learning their skills, and a check to hide newly irrelevant skill buttons when a character is trained in a new skill. 

The last important additions are to do with the inventory, firstly by adding a mask to items so that they display as red when they are broken, and green when they are unidentified in inventories. The rest are a set of new graphics for potion bottles, rings, and shields. Here is a sample of the new item sprites:

New Rings

As always, thank you for reading! And if you like what I'm doing, consider downloading the new version of Castlemancy, leave a comment, and consider supporting the project.

Files

Castlemancy Version 0.5.7z 43 MB
Nov 27, 2021
Castlemancy Version 0.5 Linux.7z 45 MB
Nov 27, 2021

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