Devblog #1 - current game


Hello!

Descent has began a rework and it is looking tastier than ever. The game is looking beautiful and runs smoothly. Bugs have been squashed and the rest has been polished.

I will be creating devblogs on and off for this project as at the moment I am thuroughly enjoying creating the game. Below is a list of features that are currently in game and will be expanded upon while being the core features of moving forward with progression.

  • Fully randomised map of 4096 possible mineable blocks. Meaning each map CAN consist of 4096 blocks. Each map will be randomised to a degree where there are caves, water pools, pathways, darkness pits, etc.
  • Fully accessable inventory with stacking items up to 99, dropping items, moving items around, stacking and unstacking, usual inventory stuff.
  • A custom shading module that ensures just enough light is visible for you to guide the player, but not enough for you to see where all the treasures are.
  • Torches can be placed and will provide extra light.
  • Bridges can be created over the water tiles.
  • The mining system allows you to mine through any and all blocks, however, some blocks resistance may be higher than what your pickaxe can damage and therefore you will need to (at some point) craft a new pickaxe.
  • Six types of materials to mine through.
  • Three types of ores to mine and smelt (copper, silver and gold).
  • Three types of fuel to mine (wet roots, wood and coal).
  • A furnace that can be placed and smelt ores when provided with fuel.
  • Falling rocks that can provide ores.
  • Mushrooms that grow randomly on the map and can be eaten.
  • Building tiles such as walls and floors.

I’m sure there’s much more I’ve missed. Stay tuned for more updates if you’d like!

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