Welcome to the weekly development report or what was done in my Open Source projects in the last week.
Roguelike in a sky with steampunk theme (written in Nim)
Another interesting week in the stable version of the game. Again, all one error was detected and fixed. Except this time it was good proof that my dad's jokes about my blindness are not greatly exaggerated. ;) I need to check a few things again before a new, slightly more stable version of the game is released. Mentioned error:
- Fixed reading of bases' recruits' equipment from saved game.
The development version of the game is constantly moving forward. As usual, the works are mainly focused on the new UI for the game. This week, however, there are also changes to report that are noticeable by players:
- Work on a new UI to recruit new crew members at bases has been completed. Everything should work well here (famous last words ;)). Currently, the work has moved to healing injured crew members at bases. This UI is much simpler than the previous one, so the work goes much faster: it is almost completed. :) Again, there have been a few changes elsewhere in the new UI, fortunately nothing big.
- During the work on the new UI, as usual, work is underway on the library used to create it. There probably aren't many interesting things to report here. In any case, no new errors were found.
- The same problem with reading recruits' equipment from a saved game has been fixed in the development version of the game.
- A new system for generating cargo at bases has been completed. At least for now. This change can be quite noticeable during gameplay. Previously, it was almost impossible to come across an agricultural base that did not have supplies of drinks and food for sale. Now it may be more common, at least when visiting a given base for the first time. Generally, it looks like the new system is working well; it's time to start spoiling other things in the game. ;)
- And the old code, as always, got some minor fixes, improvements, embellishments, etc.
The Nim binging to Nuklear GUI library
Standard copy and paste from the previus week. :) Same as in the previous weeks, I'm just updating the project with changes done in the Steam Sky. Mostly having fun with rewriting the library in Nim, no new features added.