Official development blog

Monthly Archives: June 2016

Inventory Management, Revisited

Few roguelikes are without some kind of inventory system, as it’s a familiar and flexible way to provide access to the tools a player uses to overcome challenges. Regardless of however many items an inventory might contain–2, 26, 52, or something else–how it interacts with the rest of the mechanics, as well as how the […]

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Iterative UI Design

Today I’d like to share the process behind the development of a singular UI feature, in particular the part (equipment)-sorting implementation, which is a good example of taking a simple premise and working it one step at a time, examining the results of each new element added throughout the process until as a whole it […]

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