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Coming Soon to Shattered: A Journal Overhaul

(For the best viewing experience, please read the original copy of this post on Shatteredpixel.com) Hey Adventurers, July is coming to an end and I owe you guys an update! Unfortunately, Im going to miss my earlier estimate of a beta during July. This is mainly due to v2.5.0 becoming a much bigger update than I originally planned. Im now anticipating v2.5.0 will be ready for beta around the second full week of August. In the meantime though, lets go over some of the new stuff thats coming soon! I was originally planning to make some targeted interface improvements to the journal in v2.5.0, but that slowly ballooned into almost totally overhauling it! In this blog post Im going to mostly focus on those journal changes and other UI improvements, but there are some gameplay changes coming too, which Ill cover in another blog post when the beta releases.

Adventuring Notes


[hr][/hr] The first major journal change comes to the adventuring notes section, which is currently laid out in a list view and records points of interest within the dungeon like unused keys and landmarks. The list layout and samey visuals end up making this UI pretty cumbersome though, and so it goes mostly unused.
To remedy this, Ive redone this UI with a more grid-based layout. This new UI is more compact and visual, which should make it much easier to see what important things are where at a glance. Individual grid items can also be selected to view a more detailed description. Thanks to the more compact UI, theres also room to add some new landmark types, such as for special floors.
You might also notice that little + icon on the top right, which leads into another new thing this UI supports. After years of requests, Shattered Pixel Dungeon is finally going to support user-enterable, custom notes!
In v2.5.0 it will be possible to record custom notes and attached them to items or dungeon floors. These notes can contain whatever text you like, and even appear in the descriptions of items they are linked to. This will not only help people keep track of information between play sessions, but also lets players note down suspected properties of items they havent identified yet.

Catalogs


[hr][/hr] The catalogs are another part of the journal UI thats badly in need of a more compact design. The current list UI contains every identifiable item in the game (about 100), and is full to bursting with 7 tabs and support for only about 9 items visible at once.
Just like with adventuring notes, Ive moved catalogs to a new grid-based UI and expanded them massively. With the grid UI its possible to put many more items into the catalogs, and so Ive expanded them from ~100 items total to instead include almost every item in the game!
But why stop there? An in-game bestiary has been another common request, and so I decided to fullfill that demand too. The catalogs UI now also includes almost every character in the game, plus traps, plants, and lore documents in the final tab.
In total there are now just shy of 500 things in the catalog for players to discover! To go along with all these new things, Ive also redesigned the badges that tie into the catalogs. There are 9 badges in total, 5 which are based on reaching certain thresholds of filled catalog entries, and 4 which are based on more specific criteria. The catalogs now also track a few statistics, such as how often an enemy has been killed, how often a consumable has been used, and how often and equipment item has been upgraded.

Other Journal Changes


[hr][/hr] While those two interface overhauls are the biggest journal changes this update, there are a few important smaller ones as well: Badges are now viewable in-game using the journal UI. You can look at badges that youve earned this run, or badges overall. Previously it wasnt actually possible to see a runs unlocked badges until after it was completed.
The alchemy guide can now be directly viewed in the alchemy scene if youre playing on a large enough screen! This makes alchemy much more conveient in a similar way to how desktop users already enjoy an inventory pane in the main UI.
And lastly, the badges button in the main UI has been replaced with a journal button that lets you view badges, catalogs, and guidebooks from the main menu!

A New UI for Upgrade Scrolls


[hr][/hr] Also, while its not a journal change, one last significant UI adjustment coming to v2.5.0 concerns scrolls of upgrade. Smart scroll of upgrade use is an extremely important part of effective game strategy, but despite that the game currently doesnt do anything to actually show you how upgrades affect any particular item. In fact the only way to know how an item will respond to upgrading currently is to actually spend a scroll on it. Im changing that in v2.5.0 by adding a new UI that summarizes how upgrading an item will affect it before the scroll of upgrade is actually used up!
I hope that this will really help improve clarity on upgrading mechanics, especially for less experienced players. The window shows almost every stat in the game that scales with upgrades, properly handles cases like unidentified items, and even shows extra information such as curse or enchant removal chance!
If youre an experienced player and worry that this seems cumbersome, you might be happy to know that if you have multiple scrolls the window will automatically re-show itself after each upgrade, making dumping multiple upgrades into an item actually faster than before. [hr][/hr] While all of these changes dont directly affect gameplay, almost all of them are very long-standing things Ive wanted to get done. While v2.5.0 isnt addressing every UI/UX to-do (in particular I still want to improve controller support) its definitely shrinking that list quite a bit. While its meant the update is coming a little later, this is a lot better than my original plan of just doing one or two things. As I mentioned at the start of this post, Im now expecting v2.5.0 to hit beta around early to mid August. Please keep in mind that while I always try to keep to the ETAs I provide, they are just estimates. If you don't hear from me by the ETA, it means I'm still busy with the update! In the meantime you can subscribe to the Shattered Pixel Newsletter, or follow me on Mastodon if youd like more frequent incremental updates.


[ 2024-07-25 18:10:50 CET ] [ Original post ]

Shattered Pixel Dungeon
Shattered Pixel Developer
Shattered Pixel Publisher
Early 2022 Release
Game News Posts: 57
🎹🖱️Keyboard + Mouse
Overwhelmingly Positive (1341 reviews)
Public Linux Depots:
  • Shattered Pixel Dungeon Linux [105.59 M]
Shattered Pixel Dungeon is a Roguelike Dungeon Crawler RPG with pixel art graphics. Every game is a unique challenge, with four different playable characters, randomized levels and enemies, and hundreds of items to collect and use. The game is simple to get into, but strategy is required if you want to win!

Choose Your Hero

Start the game by choosing a hero, which can be improved and customized as you quest through the dungeon!
  • 4 heroes: Warrior, Mage, Rogue, and Huntress. Each hero has a different playstyle.
  • 8 subclasses which let successful heroes further specialize their abilities.
  • 13 unique lategame abilities that grant special power at the end of a game.
  • Over 100 talents, which let you incrementally power up your hero as you level up.

Explore the Dungeon Depths

Every run though the dungeon is different, with randomized layouts, enemy placement, and items!
  • 5 distinct dungeon regions over 26 floors, each with their own enemies and room layouts.
  • Over 60 enemies, 30 traps, and 5 detailed bosses to test your skills.
  • Over 100 equipment items, including powerful wands, rings, weapons, and armor.
  • Over 150 regular items to find and craft, each with their own uses.

MINIMAL SETUP
  • OS: TBDGraphics: OpenGL 2.0+ compatible GPU
  • Graphics: OpenGL 2.0+ compatible GPU
RECOMMENDED SETUP
  • OS: TBD
  • Processor: dual core processor
  • Graphics: OpenGL 2.0+ compatible GPU
GAMEBILLET

[ 6138 ]

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6.25$ (75%)
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10.2$ (66%)
39.99$ (20%)
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5.76$ (71%)

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