This week I implemented a system to spawn and display particle systems which convey abilities, fixed a variety of bugs in the procedural dungeon generator, and refactored old code + optimized a few things here and there to maintain smooth performance. With dungeon generation in a good state I was able to begin writing the logic that handles placement of dungeon assets (walls, gates, textures, doodads, chests, monsters, etc). Overall Project Peril is making excellent progress. I expect to have some sort of playable demo by the end of 2017. Maybe sooner if I bust ass.
Programming is getting a a bit stale as of late, I might be switching my workflow to animation and effects for a few days. It never hurts to have more eye candy.