Development Update 3 - Money


Hi again! As promised last time, I've been working away on new features related to Money! Here's a short video showing off the new features:


So, number one, the player now has an inventory.

Inventory

The player's inventory in-game

I spent a while going over the technical details for this and really getting the hang of using scriptable objects instead of singletons to handle some of this stuff in Unity. It's been really fun! The rope is fully implemented and works, warping the player out of dungeons while being consumed, perfect for when your dungeon crawl goes wrong.

I haven't implemented any healing items at the moment, my hope is to keep the combat in this game focused around managing your HP through battles of attrition. If you play well in combat, you can reduce damage, but resources for restoring it will be few and far between. Still, you can spend money earned in battle for these items that help you navigate the dungeons more easily. We'll see how it works out, I might have to add in some classic potions in the end.

Now you're able to spend your money on those items, for resting at the inn, or for recruiting mercenary party members. I hope this adds a sense of reward to slogging it out in battle.

So far, I've been a little piecemeal in my approach since the last demo, working on concepts for battle or the shop, or the world map independently. My next priority is to start putting the pieces together and making the skeleton of the next demo, with placeholder maps and NPCs, so get a better feel for what the whole thing looks like. Please look forward to that next time!

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