June 4th, 2016: Runestar devlog 4/6/16: weekly update
Posted by Gravecat at 6:11 pm under Game Dev, Runestar. Comment?

Game version: 0.25.13d (pre-alpha)
Lines of C++ code: 11,588 (+1,378)
Lines of JSON data: 5,007 (+1,312)

Well. It’s been a while since my last devlog, due largely in part to my decision to slow the updates down to once-per-week summaries of the development so far. As you can see from the numbers above, things are coming along nicely, though I’m sure those of you reading this are more interested in specifics.

Without further ado, and roughly in chronological order of development (skipping over boring things like bug fixes, code cleanup, etc.):

  • [0.23.9a] Added bandages of various qualities, which can be used to heal some damage when used outside of combat.
  • [0.23.9b] Standardized the colours of various in-game messages, to make it easier to distinguish at a glance between informative, positive and negative things happening.
  • [0.23.10a] The flee command is no longer instant; instead, it causes the player to stop attacking and to seek a break in the combat in order to escape. Fans of JRPGs will already be very familiar with this, and love it or hate it, I decided it was the best fit for the game without allowing the flee command to be a sort of “get out of jail free card”.
  • [0.24.0a ~ 0.24.4a] These updates were largely focused on adding loot lists (and a lot more loot items) to the game. Enemies still don’t actually drop loot yet (aside from their weapons), but this is due to change very soon. The actual code under the hood is about 95% of the framework to make loot and shops work.
  • [0.24.5a] Added commands to see what loot/items corpses contain, and to take only specific items from said corpses. Before, looting was an all-or-nothing affair.
  • [0.24.6a] Added a new hauling skill, which determines the player’s ability to carry heavy objects. The base max-carry weight has been boosted a fair amount, and by carrying a heavy load around, you can increase that limit even further as the hauling skill increases.
  • [0.24.8a] Added a medical skill, which increases when using medical items (currently, only bandages exist) and boosts their effectiveness.
  • [0.24.9a] Added a mercantile skill, which allows the player to get more money when they sell items to shops, and levels up from nontrivial transactions. Wait, did I just say shops? That’s right…
  • [0.25.1a] Shops! There are now different types of NPC vendors who will buy and sell a variety of items, along with an auto-restocking inventory.
  • [0.25.11a] Added fortune cookies, because why the hell not, that’s why. The jump in version number is due to a bunch of boring bugfixes and code refactors that you don’t want to read about.
  • [0.25.12a ~ 0.25.12c] Quality of life door improvements, such as automatically attempting to open the door when you move in the direction of a closed door.
  • [0.25.13a] Stealth! This one was a lot of fun to work on. You can attempt to move silently whenever there’s nobody around to see, and sneak around. If you manage to attack an NPC or monster without being detected, you get a bonus sneak attack which gives 100% hit rate and 100% critical strike rate. Not too shabby! However, if you’re detected by a hostile foe or fail the sneak attack, the enemy will get an attack of opportunity which gives them the 100% hit/100% crit strike instead. Your stealth skill can improve your odds of success, but all NPCs and enemies have their own hidden awareness skill which varies.
  • [0.25.13b ~ 0.25.13d] Boring bugfixes and things.


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