Welcome back to the Solivium development blog! This week marked another productive step forward as I worked on refining core mechanics and expanding the game’s functionality. Let’s dive into what’s new in Week 4.
This Week’s Highlights
- Loot UI Improvements: Players can now specify how many items to loot when dealing with stacks larger than five.
- Enemy Combat Stats: Enemies now have their own combat stats for their damage, defense and damage if they use a ranged weapon.
- Treasure Chest Logic: If a treasure chest spawns on top of another, the two chests now combine into one.
- Title Screen: A title screen has been added, with options for starting a new game, loading a saved game, or exiting.
- Save and Load Functionality: The game can now save and load the player’s data, enemies, and treasures on the map.
- New Enemy: Shadow Hound: A fearsome enemy that acts twice per turn, but are easier to kill.
- Bug Fixes: Fixed additional memory leaks.
Screenshots and Previews
What’s Next?
For the upcoming week, I’ll focus on the following features:
- Character Creation: Allowing players to customize their character at the start of the game.
- Leveling Up: Introducing a progression system tied to experience points.
- Entering and Exiting Towns: Expanding the game world with interactive towns.
Final Thoughts
This was a busy week, I had several things to attend in my personal life, but I still feel like I did some good progress, working on the saving system was probably the most consuming task, but it seems to be working fine for now.
Thank you for following along with the development journey! Your support and feedback are always welcome. Stay tuned for next week’s update as we continue building the world of Solivium.