I ran in to a rather large and nasty memory leak about half way through this development cycle that was extremely difficult to track down. I tried and failed to use both PySizer and Heapy but neither supports Python 2.7 which is a bummer because Heapy would have been great to have for this.
I wound up using Dowser after a bit of set up but it didn’t help much (probably not Dowsers fault here). I finally tracked it down and corrected it with minimal help from the standard GC Module.
Regardless, sublevels (aka “Dungeons”) are now working fairly correctly. It’s still taking more memory than I’d like it to take when entering a new level but this is due to how the monsters are handled and will be corrected. The Ice Cave pictured below has Minerals, Gases, Eggs, and a pretty decent look to it.
The monster eggs don’t quite do anything yet but in future versions I’m considering having them explode if a player gets close to them with some type of creature emerging. You might also need to pick one up for the completion of a quest and get it back to a lab before it hatches. There are quite a few possibilities here actually.
I’ve also implemented player death with a bit of a twist. If your captain dies the crew member with the most experience will become the new captain and take command of the squad. The captain you create at the beginning of the game (a quick and easy process) could die while exploring one of the first planets but you could still win the game with a crew member who rises through the ranks. Once a crew member joins your squad you are free to customize them when they gain levels/stats/skills so I think this could actually be kind of fun. In the below screenshot you can see that a crewmember has died and the equipment they were carrying has been scattered about.
I implmented getting and dropping items as well. Items can be picked up with the “,” key and dropped via the Inventory screen accessed by pressing “i”. I really like how Cataclysm handles getting multiple items so I might move more in to that direction at some point but for now if there are multiple items on the ground and you attempt to pick them up you’ll get a screen similar to this:
I did quite a bit work to my rendering methods as well. Items will always appear over corpses, stairs will appear over everything except the player and monsters, etc. Basically I added a Z level to items for how important they are so that they can easily be seen by the player. I also fixed numerous other bugs that aren’t really worth mentioning.
0.0.48 should have some more content. I need to work on the monster AI a bit more for sure. Enjoy!
Download Stellar Edge 0.0.47 Alpha (Windows)
Download Stellar Edge 0.0.47 Alpha (Linux)




























