Underworld Progress Report

skellyAnother fairly quiet week, but I’m still working every day on the next update. Recently I finished some code that makes the cave walls look smooth and not blocky, they are also shorter so they don’t obscure the whole tile above them like stone walls do. There is enough content planned that I’m going to have to release the core of the underworld and follow it up with a number of smaller updates.

There are 4 new NPCs running around underground (one of which is ranged) and at least 7 more planned. The stairways are all set for the generated levels, in addition to some emergency exits which are harder to find. I had to tone down the mazing a bit and cut a few more doors because I was getting lost and going insane. A compass will be pretty handy I think. Until the healing herb and equipment forging updates arrive the lower level of the dungeons might be too dangerous to explore for now. But you will be able to scrape together some gems and hold on to them until you can actually use them.

In the next few days if I don’t have too much other work I’m going to work on smoothing out the netcode some more, adding NPCs, chest generation, and some bug fixes. It will be fun after I get everything sorted out and do some advertising to bring in new players again. As for old players – If I don’t do regular seasons I’m considering adding some kind of level decay to players who stay logged off. This will help keep the leaderboard competitive. Let me know what you guys think.