Hey Patrons, in this weekly I’m going to go over my progress in implementing the new mining feature!
This weekly also includes an audio Q&A! Go and give it a listen if you’d like. You can find audio timestamps at the end of this weekly.
I’m getting fairly close to releasing v2.1.3, which will include a full baseline implementation of the new mining mechanic, plus a few other smaller fixes.

You might remember, back in Weekly #174, I showed off these special wall tiles. They were an early concept meant to make it more clear what terrain was diggable, and to better show mineral contents. Since that time I’ve changed the design significantly, and so having special wall tiles for the mining area isn’t really as necessary anymore.
Instead I’ve opted to just have regular wall tiles be mineable, which should be more visually consistent and is also much, much simpler to implement. I can largely just piggyback on the game’s existing code for laying out walls, with a few small tweaks to support additional cases where walls can now disappear. The only outright addition is that the wall ‘overhang’ will need to include minerals, so they can be seen from the top.

To mine the player simply taps on a wall tile and their character will get to work. In this initial implementation mining simply takes 1 turn, can only happen in the quest area, and requires a pickaxe in the inventory. There’s no pickaxe degradation or extra hunger cost yet, as this is more about getting the mechanic itself working. I’m also mulling over having the player only actually mine a wall they are adjacent to, to reduce the frequency of mistaps.
V2.1.3 will include a little sub-area to test this out. It will be accessible from next to the blacksmith, operating as a sort of WIP analog to the new quest sub-floor. There won’t be any functional purpose to this area for now though, aside from giving you another way to mine dark gold. Hunger and regen effects will be turned off in the sub-level for now.

At the moment I mostly just need to implement gold in the wall ‘overhang’, a couple of other little tweaks, and write a blog post. If all goes well v2.1.3 will go to beta in another couple of days.
Robert Heinig
2023-07-04 01:34:45 +0000 UTC