A new major update. with this update i'm also adding a new patron only feature. i'm not going to make this a habit and i can promise that all content will still be released for free. but for patrons i've given access to the console. which is the ability to give console commands to the game to do things like spawn items, cure/cause transformation ect. just a bonus for supporting me. either way here is everything new since update 0.3.0.2a
Added a bunch of new armor
Added a new consumable which may or may not be a reference to something else.
Added a new enemy, bats.
Added 2 new mechanics. flight and what i like to call 'echolocation'.
'echolocation' allows you to see enemies without them being in your light radius.
Added a menu for when you close the game.
Added Saving. the directory for your save file is %appdata%/LocalLow/DefaultCompany/RPG(URP)
Added the Hub, a area between runs that you'll return to after "dying".
Added the Store. a place you can buy permanent upgrades.
Added the Zoo. this is a place where you can see extra lore or admire the enemies safely.
Added Auto walk. Holding down shift and a direction will start to auto walk you in a certain direction without you needing to press anything.
Changed the name of "Remove curse" to "Reduce curse" for clarity
Added the new Examine self spell. this will bring up the limb UI. giving you some information on your transformations. and some added flavor text on some limbs.
Added regenerating mana. mana will regenerate as you are walking around. (note mana will only regenerate while you are walking, resting will not regenerate any mana)
Added the controls menu. its pretty similar to the itch.io section but now you can see it ingame. you can press C to open it.
That is all for this update. i hope you enjoy and have a nice day.
Added a bunch of new armor
Added a new consumable which may or may not be a reference to something else.
Added a new enemy, bats.
Added 2 new mechanics. flight and what i like to call 'echolocation'.
'echolocation' allows you to see enemies without them being in your light radius.
Added a menu for when you close the game.
Added Saving. the directory for your save file is %appdata%/LocalLow/DefaultCompany/RPG(URP)
Added the Hub, a area between runs that you'll return to after "dying".
Added the Store. a place you can buy permanent upgrades.
Added the Zoo. this is a place where you can see extra lore or admire the enemies safely.
Added Auto walk. Holding down shift and a direction will start to auto walk you in a certain direction without you needing to press anything.
Changed the name of "Remove curse" to "Reduce curse" for clarity
Added the new Examine self spell. this will bring up the limb UI. giving you some information on your transformations. and some added flavor text on some limbs.
Added regenerating mana. mana will regenerate as you are walking around. (note mana will only regenerate while you are walking, resting will not regenerate any mana)
Added the controls menu. its pretty similar to the itch.io section but now you can see it ingame. you can press C to open it.
That is all for this update. i hope you enjoy and have a nice day.
Category Other / Transformation
Species Unspecified / Any
Size 565 x 316px
File Size 33.1 kB
Listed in Folders
Thanks! Also did notice a issue where if I go into the 'shop' then press esc then press 'okay' to try to exit out of it. I wasn't able to move till restart of the game. Or such as occassionaly Im not able to open inventory or any of the menus despite pressing Q key. Im not sure what causes it yet.
Thanks for the bug report. If i had to guess the game currently thinks that a menu is open. while a menu is open i disable the the character controller, some UI elements, and block other menus from opening. i won't be too sure until i look into it tomorrow and i can hopefully patch it in the same patch.
Alright the game is now patched. i added the ability to make the game windowed (press O) and i hopefully fixed the bug that causes a softlock.
as for you last comment. i actually like the idea. i'll see if i want to implement it, but currently i'm working on maybe overhauling the way that transformations work entirely.
as for you last comment. i actually like the idea. i'll see if i want to implement it, but currently i'm working on maybe overhauling the way that transformations work entirely.
Very promising concept, i would really love to see this game blossom into something better because there is absolutely a lack of tf-themed games.
If i had to give feedback currently, I have to say that trying to find the stairs to go to a different floor is very hard. Sometimes i can go for a long period of time without ever seeing a single set of stairs.
The idea of the enemies getting harder the lower you go makes total sense, but i feel like the actual floor itself should be harder to navigate the lower you go. Maybe make the first "top" floors smaller in comparison to the "bottom" floors?
I'd also say- the menu to see the different body parts can only be closed by pressing Esc, but that will also open the pop-up to quit. Not a major problem but i can see myself accidentally quitting without realizing.
That's about all i've noticed while trying to test stuff out. Other than minor problems such as spelling errors and lack of clarity so far i like the direction this game is going in.
If i had to give feedback currently, I have to say that trying to find the stairs to go to a different floor is very hard. Sometimes i can go for a long period of time without ever seeing a single set of stairs.
The idea of the enemies getting harder the lower you go makes total sense, but i feel like the actual floor itself should be harder to navigate the lower you go. Maybe make the first "top" floors smaller in comparison to the "bottom" floors?
I'd also say- the menu to see the different body parts can only be closed by pressing Esc, but that will also open the pop-up to quit. Not a major problem but i can see myself accidentally quitting without realizing.
That's about all i've noticed while trying to test stuff out. Other than minor problems such as spelling errors and lack of clarity so far i like the direction this game is going in.
Thanks for the kind words and feedback.
dungeon generation in general i feel needs to be improved. i actually really hate the algorithm that i'm currently using. i might add a map to help navigation. also floors growing more complex makes sense and is something i will definitely add.
as for opening the close game menu after trying to close another menu, i'll see if a can find a way to mitigate this issue. i tried changing the execution order of the scripts so hopefully that helps, but some testing didn't really turn out positive. if all else fails i will change it to a different key enterally.
yeah, sorry about any spelling errors you find. i try to type everything in a google doc for spell checking but i kind of just trust whatever it says because honestly without it every other word would be misspelled. for lack of clarity besides spells (i really need to add spell descriptions) is there any other examples?
but yeah, thanks for the feedback
dungeon generation in general i feel needs to be improved. i actually really hate the algorithm that i'm currently using. i might add a map to help navigation. also floors growing more complex makes sense and is something i will definitely add.
as for opening the close game menu after trying to close another menu, i'll see if a can find a way to mitigate this issue. i tried changing the execution order of the scripts so hopefully that helps, but some testing didn't really turn out positive. if all else fails i will change it to a different key enterally.
yeah, sorry about any spelling errors you find. i try to type everything in a google doc for spell checking but i kind of just trust whatever it says because honestly without it every other word would be misspelled. for lack of clarity besides spells (i really need to add spell descriptions) is there any other examples?
but yeah, thanks for the feedback
For clarity: Although it's not an issue now, there might be people playing in the future that don't really like reading the descriptions of posts and just download the game. Or; even some people that stumble onto the game from itch without reading any patch notes- But a lot of the features right now are only known to the people that actual bother to read.
Like how it's not 100% clear from the start that mana only regenerates while moving, and not while resting- Or that there are even multiple floors to begin with. There's also the entire thing with Piercing, Bludgeoning, Fire, etc... damage types- And while it is a very useful mechanic, i feel like right now it's more confusing than anything. I can also see some newer players not being fully aware of the threats lower down. Maybe expand the Zoo with the rest of the animals- Or perhaps a plain 'ol Bestiary for the time being.
For the game menu- Might i suggest having a physical "X" or "Close Menu" button? Although it's understandable that people would prefer keybinds, I think having a physical button would work just as fine. (Also, if you need help with the typo errors, asking a friend could be good!)
Another problem that i also didn't think about until now- The text on the menus (Inventory, Spells) are very... squished. I'm not sure if that's a problem with the UI, or a problem with my system (I play on a 16:10 monitor, not a common 16:9 or 4:3) so it may just be some weird stuff with resolution.
That's mostly it. I'm glad i'm able to help with feedback! I'll probably continue doing this every now and then for the Major patches, as a fellow game dev i know how important these are.
Edit: Ah, another thing about the map generation- I'm not 100% sure what the algorithm you use is, but i think adding a numerical limit to the amount of tiles per floor might help? If not a whole system rework, or just using a pre-made map.
Like how it's not 100% clear from the start that mana only regenerates while moving, and not while resting- Or that there are even multiple floors to begin with. There's also the entire thing with Piercing, Bludgeoning, Fire, etc... damage types- And while it is a very useful mechanic, i feel like right now it's more confusing than anything. I can also see some newer players not being fully aware of the threats lower down. Maybe expand the Zoo with the rest of the animals- Or perhaps a plain 'ol Bestiary for the time being.
For the game menu- Might i suggest having a physical "X" or "Close Menu" button? Although it's understandable that people would prefer keybinds, I think having a physical button would work just as fine. (Also, if you need help with the typo errors, asking a friend could be good!)
Another problem that i also didn't think about until now- The text on the menus (Inventory, Spells) are very... squished. I'm not sure if that's a problem with the UI, or a problem with my system (I play on a 16:10 monitor, not a common 16:9 or 4:3) so it may just be some weird stuff with resolution.
That's mostly it. I'm glad i'm able to help with feedback! I'll probably continue doing this every now and then for the Major patches, as a fellow game dev i know how important these are.
Edit: Ah, another thing about the map generation- I'm not 100% sure what the algorithm you use is, but i think adding a numerical limit to the amount of tiles per floor might help? If not a whole system rework, or just using a pre-made map.
i can see how clarifying some things might be helpful. though i do want to be cautious of how i want to deliver information. mostly because this game is a roguelite and learning through gameplay is part of the main appeal. but some clarification like making it clear that this is a multi floor dungeon would help.
for damage types i want to keep with the damage type system, mostly because its how i add verity in the different weapons and honestly newer player can just look at the raw damage. as for the bestiary i still want to keep enemies hidden until found. players being unaware of the threats further down is actually beneficial, just for the sake of discovery. however it also might be helpful to add an overall zoo completion percentage. i also might add some additional enemy stats that get unlocked with how many of the enemy you defeated. like showing off its resistances.
for the game menu, i don't see why we can't have both. make it so that esc does close the menu while also having a button at the same time. (for spelling, that would be a good idea... if i had any friends in the furry culture. i'll see if i can find something for proofreading)
thanks for the heads up about the UI stuff, generally speaking these are the hardest errors for me to notice mostly because i test the game on an extremely small resolution (fun fact the screenshots i take are literally the resolution i play on).
about map generation. the algorithm i use is called "random walk". i used this one because it was the simplest to implement with unity tilemaps which i was still learning at the time. but im planning on changing it. there is a limiter on how long i run the algorithm, but the results can be very swingy.
and yes this feedback is extremely valuable and appreciated. thank you.
for damage types i want to keep with the damage type system, mostly because its how i add verity in the different weapons and honestly newer player can just look at the raw damage. as for the bestiary i still want to keep enemies hidden until found. players being unaware of the threats further down is actually beneficial, just for the sake of discovery. however it also might be helpful to add an overall zoo completion percentage. i also might add some additional enemy stats that get unlocked with how many of the enemy you defeated. like showing off its resistances.
for the game menu, i don't see why we can't have both. make it so that esc does close the menu while also having a button at the same time. (for spelling, that would be a good idea... if i had any friends in the furry culture. i'll see if i can find something for proofreading)
thanks for the heads up about the UI stuff, generally speaking these are the hardest errors for me to notice mostly because i test the game on an extremely small resolution (fun fact the screenshots i take are literally the resolution i play on).
about map generation. the algorithm i use is called "random walk". i used this one because it was the simplest to implement with unity tilemaps which i was still learning at the time. but im planning on changing it. there is a limiter on how long i run the algorithm, but the results can be very swingy.
and yes this feedback is extremely valuable and appreciated. thank you.
For the first 2. those are both intentional design decisions.
examine self costing mp exists because i don't want the menu being opened too often. i like to justify it by saying looking over yourself that closely is a bit exhausting. but practically i eventually want to add a more targeted form of curse removal, which examine self would need to be used before hand or you'll eventually memories which limbs are more likely to be targets for a praticaller curse. it also allows the spell to be upgraded eventually to give more information.
for the first stage of transformation needing 2 casts of reduce curse. this is so you can't just spot use the spell once you see the fact that your transforming. the spell is supposed to be an externally ineffective way to reduce curses. it also promotes using other clues that your transforming. like if your vision suddenly gets better, you already know that your transforming without needing to see the message so only one cast to kill the curse is necessary.
for inventory upgrades. i like the idea that strength could be used to increase inventory size. and just have it as a token upgrade in general is a good idea. i will definitely implement it.
thanks for the feedback!
examine self costing mp exists because i don't want the menu being opened too often. i like to justify it by saying looking over yourself that closely is a bit exhausting. but practically i eventually want to add a more targeted form of curse removal, which examine self would need to be used before hand or you'll eventually memories which limbs are more likely to be targets for a praticaller curse. it also allows the spell to be upgraded eventually to give more information.
for the first stage of transformation needing 2 casts of reduce curse. this is so you can't just spot use the spell once you see the fact that your transforming. the spell is supposed to be an externally ineffective way to reduce curses. it also promotes using other clues that your transforming. like if your vision suddenly gets better, you already know that your transforming without needing to see the message so only one cast to kill the curse is necessary.
for inventory upgrades. i like the idea that strength could be used to increase inventory size. and just have it as a token upgrade in general is a good idea. i will definitely implement it.
thanks for the feedback!
Ah, I was also thinking there could be player stats that is temporarily given stat points as you level up (since level resets when you lose)
Like strength (hit strength, carry capacity) endurance (hp/defense), agility (chance to dodge/hit probably?) Intelligence (mana capacity / regen)
Like strength (hit strength, carry capacity) endurance (hp/defense), agility (chance to dodge/hit probably?) Intelligence (mana capacity / regen)
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