Solivium Dev Blog: Week 3

Welcome back to the Solivium development blog! Another week has passed, and the game is steadily growing in depth and complexity. This was a productive week, here’s what I accomplished.

This Week’s Highlights

  • Stats Screen: A new stats screen has been added, activated by pressing “Z” (for “Ztats”). While in this screen, the game is paused, allowing players to review their character stats at any time.
  • Experience System: Players now gain experience points for defeating enemies, bringing us closer to implementing progression and leveling mechanics.
  • Console UI Improvements: The Console UI now supports scrolling, making it easier to review game events.
  • Inventory System:
    • Added player inventory and integrated it with the UI.
    • The inventory displays item names, dice modifiers, and quantities.
    • Equipped weapons and armor now influence the damage dealt and received, adding strategic depth to equipment choices.
  • Ranged Combat: Introduced the bow as a new ranged weapon for the player.
  • Treasure Chests and Looting:
    • Added treasure chests to the game world for looting.
    • Defeated enemies now drop treasure chests with loot tables.
    • Implemented a looting screen (still working on limiting item quantities for looting).
  • Bug Fixes: Fixed memory leaks to improve stability and performance.

Screenshots and Previews

Here’s a glimpse at this week’s updates in action:

Ztats screen
Ztats screen
Inventory Screen
Inventory screen
Treasure chests in the world, also, I need to initialize the gold variable to 0
Looting screen

What’s Next?

Here’s what I’m planning to tackle in the coming weeks:

  • Add enemy weapon and armor stats to damage calculation
  • Allow to specify how many items to loot
  • Create a simple title screen for testing moving between scenes
  • Saving and loading the game
  • A character creation screen
  • Leveling up system

Final Thoughts

I’m happy with the progress this week, specially because the inventory system tends to be one of the tasks I don’t like doing too much, I’m expecting to start working on towns in the next couple of weeks.

As always, your feedback is invaluable. Let me know what you think, and stay tuned for next week’s update!


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