Code of the Savage Update #26

The latest development update for Geoff Jones’ old-school Ultima-inspired RPG Code of the Savage shares some fresh art and talks about the recently introduced NPC double-click functionality. There’s also a general status update and a brief mention of a new version of the backer-exclusive alpha. Here are the text bits:

This is Gunni. Gunni lives alone on a cliffside above the Cravenfield mines. Gunni believes he's responsible for making the sun rise by blowing an obnoxiously loud "magic" horn in the early hours of the morning - much to the annoyance of the town below...

Gunni probably drinks a little too much of his "magical cactus" brew.

[...]

I was in China for 2 weeks during the height of the coronavirus outbreak, then had to self isolate for 2 weeks when I returned home. On the day we returned home, we lost power in the apartment for 4 days :( despite this, I still managed to get some work done.

I've upgraded the way the game handles the item database to make it easier and more flexible for me to add and manage new items. Previously it was a bit unwieldy.

After some feedback from testers, I've now made Items and NPCs double-clickable. For example, NPCs will open a dialogue window when double-clicked and items will be used when double-clicked. This includes things like torches, books and other usable decoration items. This required a lot of code rewriting, so there are bound to be bugs.

It would be good to get your feedback on how the item dragging and double-clicking feels.

Alpha version 0.366 has been added to the dropbox folder

~Geoff