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Diggin' It
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Devlog
V 1.0.30 - The final content update!
March 11, 2022
by
Sad Folks Interactive
1
#update, #roguelike, #2d
It's been a long time coming, and just shy of its one year anniversary we've decided it's finally time to release the final content update for Diggin' It! We'll largely let this update do the talking...
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v1.0.18
August 29, 2021
by
lagdotcom
The end is near! Very little content waits to be added. New shop screen! We’ll be balancing the contents in the next few patches, but for now you can buy a whole bunch of things. The end boss might...
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v1.0.17
August 22, 2021
by
lagdotcom
Getting closer and closer to the end… crates, boulders and boxes will now drop stuff champion enemies will now drop stuff! fight them at your peril some enemies can attack from far away! hover over...
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v1.0.16
August 15, 2021
by
lagdotcom
More updates! fixed the Windows version sorry about this, it wasn’t bundling the new music/sounds properly fixed status effects bug now you’ll get stunned etc. by enemies again more sounds! ranged...
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v1.0.15
August 14, 2021
by
lagdotcom
Another smallish update to enhance your gameplay a bit. your weapons can cause status effects! bring out that huge hammer to stun foes, or leave them bleeding with your savage claw swipes new weapon:...
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v1.0.14
August 08, 2021
by
lagdotcom
Hello again! We have plenty to do to finish off Diggin’ It, but here is the first chunk: some bug fixes (shop items should stack, lit cherry bombs don’t look wrong) you get free experience for exi...
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What's coming in the final few updates: v1.0.14 and beyond!
August 08, 2021
by
Sad Folks Interactive
Hello everyone, UltraJDude here to announce what's in store for the final few updates to this little jam project we had a blast creating! We've seen and heard some feedback, and have been taking it in...
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v1.0.13
July 25, 2021
by
lagdotcom
Not much change here, but progress slowly rolls on. equipped items are slightly highlighted in your inventory targeting now highlights possible squares instead of obscuring them bow and crossbows work...
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v1.0.11
June 27, 2021
by
lagdotcom
Don’t worry about the skipped version numbers. More stuff to play! treasure rework; shouldn’t be quite as easy to get overpowered early now status effects! keep your eye out for items that heal th...
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v1.0.8
May 13, 2021
by
lagdotcom
Another update already! more supreme vaults more interesting rewards from said vaults (including some that don’t work yet!) water enemies (don’t worry if they follow you out of water…) some “f...
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v1.0.7
May 12, 2021
by
lagdotcom
Another day, another version. supreme vaults! every three levels, keep your eyes out for some extra doorways… enemy stats slightly randomised...
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v1.0.6
April 26, 2021
by
lagdotcom
It’s been a month, here’s a small update: Side areas! There’s only one in the game so far, but you’ll know it when you see it (on floor 6) Added cherry bombs (work, suck) and rope bombs (don...
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v1.0.5
March 29, 2021
by
lagdotcom
Some more updates: the end boss should be a bit more annoying you can blow up your watch with bombs bombs do less damage more vaults stats box now shows floor and max hp/ap...
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v1.0.4
March 25, 2021
by
lagdotcom
A few new things: water and gas no longer “take up the whole tile”; you can now build ladders and throw ropes on top of it there will be water and gas where there didn’t use to be :) added Miner...
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v1.0.3
March 22, 2021
by
lagdotcom
A few more changes: display should update properly when you use ladders/ropes some vaults will only occur at lower depths (still working on this) your starting items are worse :) no more free XP when...
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v1.0.2
March 21, 2021
by
lagdotcom
Updated the Windows version of the game. Changes from jam version: fixed stat costs not resetting always undiggable tiles (directly) under exits now can no longer escape final boss rooms added myself...
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Day 7 - We did it!
March 14, 2021
by
Sad Folks Interactive
#7DRL, #Roguelike
Hey everyone, UltraJDude from Sad Folks here! It's been a whirlwind of a week, but all of us at Sad Folks are really excited to share our first project together, Diggin' It. We've had our nose to the...
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7DRL is over!
March 14, 2021
by
lagdotcom
We managed to make a game! It doesn’t have all the features we planned, but it’s reasonably fun, not so buggy, looks good and sounds great. I’ve finally released something to the public!...
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Day 3
March 10, 2021
by
lagdotcom
End of day 3, but not much has changed. I ran into several snags while coding that needed workarounds. Can use and drop items (ropes and ladders) Can crush enemies by dropping on them...
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Day 4
March 10, 2021
by
lagdotcom
It’s progress! Tile memory, fixed physics (hopefully), targetable rope placement. Large amounts of content are now possible to implement once we figure out how they work. The real problem is coming...
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Day 2
March 08, 2021
by
lagdotcom
End of day 2, got a lot of things done! added J’s graphics/font beginning of UI stuff can attack enemies, things falling onto other things hurts added simple ‘wandering’ AI to enemies, they also...
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Day 1
March 07, 2021
by
lagdotcom
End of day 1! Got basic movement and physics down. J should give me a tileset tomorrow and it’ll look much nicer. I’ll try to get a bit of UI and maybe combat done tomorrow...
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