This is a boring one. I’ve spent nearly a month working on a user account system. It has all the usual bits you’d expect, except that you can also play for a limited time without signing up for a full account. I want to let people get a taste of the game before I hit them with a form to fill out.
Next release is going to be a big internal change to make sure I can add features to the game without wiping peoples’ characters. During prototyping I was saving the game using Python’s Pickling system. It allowed me to experiment with different game ideas without rewriting a whole heap of save code, but it’s utterly under-equipped to handle loading a save from an older version of the code. I’ll be surveying some alternatives and trying out a half-wit idea I have to extend Pickle*.
After that, some actual game features, finally: Random equipment drops when you visit new locations outside the underworld.
* Keep a version number in the pickle for every object. Write a table of conversion functions from each version to the next. Hopefully most of these will boil down to running the new constructor to make sure there’s a complete set of attributes, then deserialising over the top of the result. There’s gotta be a reason why everyone regards object databases as sketchy bleeding edge technology, and I have a feeling I’m about to discover why. But who knows? Maybe it really will be as easy as it looks.