It's been over two months since the last update, I've added a lot to the game and I've started planning some new things for future updates.
First off, I've added a buff system.
It works more or less how the equipment menu works (only using timers) except I've added some code that allows me to double or halve any stat.
The system already works with potions (right clicking a potion adds a new buff) and the other new thing I've added: armor sets.
Equipping every piece of armor in a set gives you a permanent buff as long as you keep wearing that set.
I've also added special effects and status effects to the game. The ones that are working, thus far are:
StatusPoison (damage over time)
Curse (mana loss over time)
Bleed (damage if the enemy/player moves)
Corrupt (mana loss if the enemy/player moves)
Calm (enemy/player can't attack)
Blind (enemy/player can't see or use ranged weapons)
Petrify (enemy/player can't do anything)
SpecialVampire (a portion of damage done to enemy is taken back as health)
Ghoul (a portion of damage done to enemy is taken back as mana)
Inflict (a certain percent chance that attacks will inflict a status effect)
Items are only allowed to have one special effect at a time. So if the player were to get an item enchanted twice and get a special effect both times, the second one would overwrite the first one. It would only use one enchantment however.
Speaking of enchantments, I've rewritten the quality system. Rather than having the quality of an item be determined by it's enchantments, item quality now determines how many enchantments can be put on an item. So a Normal quality item will be allowed one enchantment, while Ultimate/Hellish quality items will be allowed seven. Hellish items, however, would have a higher chance for bad enchantments.
Right clicking equipment in the inventory now equips it (if there's nothing equipped in the appropriate slot) or switches it out. I've also added some amount of item comparison to the item hover description.
If the stat is green it's higher than the current equipment, if it's red it's lower and blue means it's the same.
Other than that I've done some sprite design for the three starter races and four unlockable ones. Each has their own female, male and ambiguous forms.
The unlockable races will have different stat distributions and traits.
I've also started working on the Crafting Cube addon sprites.
Here's a mockup of what the Crafting Cube will look like with the Anvil and Smelter addons:
Anyway, I'd like to answer Xion's question about the gameplay and go into a few ideas I have for future features. Basically, the reason why larger dungeons and more items is important to gameplay is because at the start of the game the player is only allowed to pick two stats to raise (using skill points.) There are no stat points to allocate and stats don't naturally grow as you level, so the player will kind of depend on equipment to raise their other stats and help them get through the levels and beat the bosses guarding the staircases that lead to the Grue. A larger map means more items, but it also means more enemies and makes it harder to find the staircase. Of course, the point is kind of moot since map size will be adjustable in the options menu.
But Xion's comment made me start thinking about adding some more side activities to keep the game from getting boring. I know that sometimes when I play RPGs (like Dungeons of Dredmor, for example) I'll make a character get a few levels down and then get bored and make a new character because it just got too monotonous. So I've been trying to think up ways to break up the monotony. I was already planning to add in small side quests (for the unlockable races and smaller quests from certain shrines), but now I've started thinking about adding in smaller maps just to add in some side activities.
Maybe the player will occasionally find a door leading to a village of rat people or a hole in the wall leading to an underground forest. Maybe these areas would offer special items or difficult monsters to fight or allow the player to recruit NPCs to help them or give them a way to raise one stat permanently.
Anyway, I'm still working on it. Feel free to make some suggestions if you have any ideas.