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(+1)

I'm glad its working somewhat better than in march now (like at all!) :D

About the big bugs first: 

Your screenshot is 50% fixed. I actually didn't plan on including level 2 for DD, but when i tried on my own everything was pitch black. It may be fixed now since i just forgot to put the tile textures into the right folder lol. The level itself being just one enclosed room is a big bug in my dungeon generator i also took from my first version in march.... still have no clue what causes it.

The freeze when picking up the shield is a new one. However, ever since i included enemy AI it felt like i opened the box of pandora for bugs, so i will keep an eye out for this one.


The smaller stuff will come in due time. The minimap was now just the minimal viable thing to navigate a bit better. Its ugly, its not entierely centered on your char (depending on your window size it might have a little offset in either direction) and it needs fine tuning as you pointed out, so don't worry ;)

Faster movement in town is a great idea, i will check it out later. The light radius is a tricky one, because ts applied everytime the FOV changes when moving. Technically the character has moved once he arrives on the next tile, so until then it "lags" behind for the observer. I will look for a way to make it a bit more accurate without killing the performance.

Thanks a lot for the input and bear with me! Trying my best to honor the green hood!