Dark you say?!?
Well, there's this.
I've also been working on interactions with NPCs.
Their dialogue can change now if you do something in another area.
Example, opening a chest that has a sign next to it that says do not open triggers an NPC somewhere else in the game to complain that people don't take signs seriously and that he feels bad for whoever grabbed the cursed item inside.
You can also now have more than 2 dialogue responses to NPC questions (was limited to 2 like yes or no), which means
more writing for me I can make NPCs have more varied dialogue or explain more things?
And finally those choices or dialogues are able to trigger world events, which are the same as dungeon events in my map maker, so, things like unlocking new areas, new NPC dialogues, and spawning treasures or monsters are possible by talking to NPCs.
So pretty much this can happen
1.)Open cursed chest
2.)Receive cursed item
3.)NPC realizes cursed item is gone
4.)You ask NPC to help
5.)He drops a key that unlocks an area
6.)Go to side area in dungeon
7.)Fight boss at end
8.)Boss rewards you with an item to counter the curse
I don't have any cursed or counter curse items though.
This is all important to the story parts of the game, which I've maybe mentioned that I'm working on for each area, along with the area designs. It's all stuff that influences each other.