Posted April 28, 2021 by mangosauce
#devlog #mods #caves #update
It means the world to me that almost 100 people have downloaded this prototype! Thank you all for the attention you've given this lil project.
There's a huge update in the works! On top of refactoring the code and wiping out some pesky bugs, there have been numerous changes to a number of the game's key systems.
Chief among them is the overhaul of the dungeon generation algorithm. Now, in addition to a randomly-assembled labyrinth of rooms to explore, there will be hypernatural structures bleeding into the architecture of the dungeon. Tentatively, in the code, these structures are called "caves". In reality, they are far stranger than just that.
As the world of Turk's Crawling Dungeon is a representation of the titular character's traumatized psyche, these "caves" are in fact lacerations in the tissue of this world's reality. They are pulsating, living spaces, cloaked in flesh and bristling with hostility.
These caves are generated within the dungeon's bounds and will randomly penetrate dungeon chambers. Exploring them will be a good way to get strange and useful loot, but this will be a very dangerous task. What terrible manifestations of Turk's pain will lurk within? There's only one way to find out...
Another budding system that will get its start with this update is mod support! Now, the game is in its infant stages, and mods will not be fully supported for many months to come. That being said, getting an early start at integrating this support will pay dividends later on. The nitty-gritty of this new modding system will be discussed in a near-future devlog, but the gist of it is that a number of tools are in development that will enable players to extend the game in various ways.
Among the possible changes one can make are:
More devlogs will be posted in the coming weeks to discuss the developments in this update more in-depth. Thank you again to everyone who's downloaded and played Turk's Crawling Dungeon. Here's to the future!
- Noah