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4h 13m 51s logged

LOG 24: BOSS ITEM DROP, CONTROLS SCREEN, NEW IN-GAME BANNER, ITEM TO INVENTORY REFACTOR, BUG FIXES

FEATURES

BOSS ITEM DROP

I added an item that only the boss drops, when killed. Its ability is to make the enemy unable to attack for one turn. You will always get it when defeating the boss and has the ‘?’ glyph compare to regular items (‘+’). Its also the only item that can always be picked up (with normal items, if your inventory is full you cannot pick them up, with the boss item your first slot gets overwritten).

CONTROLS SCREEN

I added a basic controls screen so people that try the game out (now or when it ships), know what to do when playing. Currently most things are really straightforward but i added it just in case. The most important aspect will probably how to end the game because thats the most unintuitive one (even though i hope anyone testing the game doesnt want to quit it)

ITEM TO INVENTORY REFACTOR

I thought that the previous state of my item to inventory were pretty lazy so i changed the logic up a bit. Previously when picking up items the items would go into the spot after the last item that was picked up and when the inventory ran full the first item was swappped with the newly picked up item. I didnt like that looking back and because of that the logic now scans through the inventory until it finds an empty spot and puts the item in that empty slot. If the inventory is full no item can be picked up (except the boss item) and the player gets a message on their screen. They can then leave the item screen using ESC and the item is not removed and can be picked up later if you somehow make space in your inventory

NEW IN-GAME BANNER

Also pretty straightforward, i added a banner so the menu looks a little bit prettier :)

BUG FIXES

BOSS ROOM BUG

Because of map and gamestates and me forgetting to implement a feature in the door collision checks, there was a bug when defeating the boss (the map stayed as it was, but had the usual visible map ‘#’ everywhere you hadnt already explored (you cant really explore much so there where many ‘#’ ’s around the map which was really ugly. The fix was to move a mapstate change from the function that is responsible for handling victory to the function handling doors

BOSS BUG

There was a bug after defeating the boss which resulted from the previous bug and its fix. Because i forgot an additional check in my door function when defeating the boss the boss would spawn again and overwrite your boss item. The boss also chased you (which normally doesnt happen) and you couldnt leave the room. The fix was just to add another condition to the if statement in the door function responsible for the boss room

ENEMY REMOVAL BUG

For some reason (i dont know how i made the bug happen), when defeating enemies the visible map lagged behind the normal map which resulted in defeated enemies appearing to still exist on the map for one iteration of the loop (pressing any button made them vanish). The fix was to add a call to the visible_map_init function after defeating enemies

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