Welcome to the weekly development report or what was done in my Open Source projects in the last week.

Steam Sky

Roguelike in a sky with steampunk theme (written in Nim)

The stable version of the game returned to its quiet state this week. Which means there's still something hidden inside it. ;) I'll wait another week, and if I don't find anything new, then a new, more stable version of the game will appear. And as I know life, probably the second day after release, some bug will be revealed. :)

When it comes to the development version, work on it is slowly moving forward. As in previous weeks, work is ongoing on the tasks already started. And they'll probably last for a while, as nothing has been completed this week. But at least there's something to show. ;)

  • As usual, work on a new UI for the game has been taking up the most time lately. I'm still on the screen of available missions in the bases. I think most of the work has already been completed here. Yes, famous last words. :) In any case, missions as well as information about them are displayed correctly. Only accepting the mission remains to be completed.
  • In the meantime, little work is underway on the library used to create the new UI. Here I mainly experiment with certain solutions to find the one that suits me best.
  • Minor fixes in the current game's UI: Cancel buttons in some in-game dialogs have been standardized to make them look the same everywhere.
  • Work on the quality of in-game items is slowly moving forward. After all, this quality is becoming useful for something. ;) First, you can check the quality of the item in its description in different parts of the game. Secondly, quality has begun to affect the chance of damaging objects while using them. Better quality means less chance of damage, and worse increases it. Additionally, I started working on the impact of item quality on the fight against NPC. For now, this part of the work is at the experimental stage.
  • The game's help has been updated with information on how the quality of items affects their chance of damage.
  • And the old code got a few improvements as usual and was cleaned up a bit.

As four weeks have passed since the release of the last development version, it's time for the next one. About 24 hours after this entry, it will be available for download.

Nuklear Nim

The Nim binging to Nuklear GUI library

Standard copy and paste from the previous weeks. :) Same as previously, I'm just updating the project with changes done in the Steam Sky project. Mostly having fun with rewriting the library in Nim, no new features added.

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