Alright, it's been quite a while since I updated the devlog, so I'm just going to do a quick run-down of what's been going on over the past few months.
First bit of exciting news is our artist, Cody, moved in to the apartment with me so we can work on the game together, which is a great help.
I have been working on a new and improved editor for the game and mods that should be super accessible and easy to use (I have already posted about this but it's gone through many improvements). I added some new data types to help with particle editing, such as:
Also after a bunch of banging my head on a table I have live previews of various things in the editor:
Many of the things I've worked on this year have been things I really should have done from the beginning. But I was a much less experienced programmer back then. Now I know better for the future! One of the things I should have done from the beginning is 16x16 tiles, which I implemented the other day. It makes the game look much more varied and alive:
Last piece of news I will share today (I've been working on a lot of other things of course, but I will share those in separate posts) is the new inventory system. We already modified it so items could be different sizes, but I recently implemented a feature where items don't have to take up all their slot spaces, and item images can overflow over the slot spaces they occupy. Hopefully it will make the inventory look more full and allow for better management of items.
And, like always, all of these tools will be available to modders!