I ended up spending most of the week doing a deep dive on weapons and inventory. There are a lot of weapon- and item-related features from Eldritch—mostly related to picking up and dropping items during play—which I had never used in subsequent projects, and the code had all been excised or rotted over the years. It took a couple of days of intensive work, but I’ve restored all of that, and made it play nice with the more modern weapon systems I developed during Slayer Shock. I’ve also just started working on an inventory/character sheet screen to manage weapons and other items.
Since I was working on weapons, I also spent a bit revising the rules for sneak attacks, granting a slightly more generous window of opportunity and letting the sneak attack damage bonus be tunable per-weapon. I want there to be at least one weapon which favors a sneaky play style and does immense damage as a sneak attack but is largely ineffective in combat.
I fixed a small but annoying issue in my music generator. Looping music cues often had a noticeable pop at the loop point, and I had previously tried to smooth it out by doing a very quick fade-out and fade-in at the ends of the track, but it was still noticeable. After some consideration, I realized I could crossfade a small portion of music at the end of the track onto itself shifted slightly in time, to extend the track’s duration, and then crossfade that with the start of the track. It creates a slight echo/delay around the loop point, but that is barely noticeable in this game’s ambient soundtrack, and it completely fixes the pops.
The other big thing I wanted to tackle this week was dungeon interiors. I haven’t started on it, but the weekend isn’t over yet.