7DRL Dev log, day 5


Day 5: Lots of tools!

Quite a lot of progress today: I completed the item system, with multiple uses for items, integrated into the combat. Also added a nice start screen, and started working on character progression.

I've also been thinking about the item drops. Originally, I imagined the walls of the dungeon being lined with furniture, which you could throw into enemies or could throw enemies into. Of course, the furniture would contain items that would spill out dramatically when the furniture got broken.

Unfortunately, this meant the optimal play would be to spend a lot of time breaking all furniture everywhere, while I want the game to focus on wild combat. I attempted a couple of fixes, but ended up using a simple solution: All cases and wardrobes in this world are conspicuously empty. To balance the item economy, there'll be a couple of items scattered around on the floor.

It's still going to be a big haul to get this thing done before the deadline, but I think there's a good chance of making it.

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