Changelog, 2019-05

May was a huge month for Bones of the Idle. For one thing, it got named and stopped being “that browser game project”. But it also got pixel art sprites, maps you can wander around (with A* pathfinding), crafting, and skill-based combat. It really went from being a proof-of-concept to being an actual game.

Environment

  • The player is now visible on the map and will move to a location when the map is clicked. Pathfinding is calculated entirely server-side and starting an action is now co-ordinate based and validated by the server.
  • The forests are now (potentially) infinite, with new maps generated by the server on demand. A small town consisting of pre-generated maps has been started.

Combat, monsters and NPCs

  • Monsters (and players) have a selection of stats that influence combat. Both now also have combat skills that have individual effects, strengths and weaknesses.
  • New monster: giant forest rat
  • Initial work on NPCs you can converse with.

Items and crafting

  • Crafting is now implemented with two skills: woodworking and cooking. Interacting with a crafting workbench opens up a new UI that shows all the recipes available to you, and allows you to specify how many products you want to start crafting.
  • New recipe: process oak wood
  • New recipe: wooden skewers
  • New recipe: rat on a stick

User interface

  • Player health and energy are displayed as a pair of progress bars above the map. Players now slowly recover health while performing any action other than combat, and can quickly recover both health and energy by eating food, or resting at specific locations.
  • New popup overlay windows for player stats, inventory and item details.
  • Clicking an item now pops up a small window describing it, and allows you to use certain items. Items with a use effect show a small yellow star next to their name.
  • Many, many visual updates and tweaks, including full mobile browser support.

All my to-do notes and outstanding bugs are tracked on this public trello board.