Progress has been slow these last weeks, but it is happening nevertheless! I added shortcuts to open menus to do actions without going through Inventory > Item > Item-specific action. Some players (hello VedVid!) requested that a while ago, and it makes perfect sense, so here we are:
The quaff menu opened with ‘q’ to avoid ‘i’ > potion > drink:
The throw menu opened with ‘t’ to avoid ‘i’ > potion or bomb > throw
The cast menu opened with ‘c’ to avoid ‘i’ > spell > cast
I’ve also genericized the handling of these menus. Previously the API was featuring one open/close pair of methods for every menu. Now there’s a generic open/close pair, that takes the menu identifier to consider as a parameter. Clearer and less verbose.
I’ve also been working on the class choosing screen. In Dungeon Mercenary, a class is just specific starting equipment, to allow you to test a build (hello +1 quietus dagger and +1 paralysis dagger!) without having to go through an immense number of games to get a combo that interests you. I’ll post another week on that when it’s more polished.
Finally, I’ve started to extract open source libraries out of Dungeon Mercenary. With that I pursue two goals:
Provide a library for “libgdx + roguelike” games
Provide a framework for 2D grid games, for my later games
Here are the libs, that will grow overtime:
hgamesgdx (libgdx dependent)
hgamesrhogue (no UI dependency, but roguelike-specific).
❤ to gamers
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