Built a UI to turn mods on.
Fixed save game related crashes.
Release Notes - New Mysterious Scroll System Added
Added mysterious scroll system.
Added 14 new scroll types, some with positive benefits some with negative. You'll have to use them to find out.
Added Book of Knowledge upgrade that identifies all scrolls.
Fixed weapon drop when teleporting bug.
Fixed teleport orientation of bow.
Added sound effects to dice roll.
Fixed a few level 1 and level 3 rooms.
Added double treasure rooms to level 1 for the first 5 runs, as extra help for the noobs!
Enable analytics for modded games.
Don't have Diana congratulate you on getting a cursed scroll.
Changed bullet speed upgrade curve.
Fixed scroll not working when spawned.
Added Scrolls to Shops.
Fixed scrolls in shops not being takable.
Release Notes - Dice Event Room
Added dice rooms that contain spinning 6 sided dice that take coins and give out rewards. This provides another fun sink for coins. 10 sided dice will be added soon.
Added Event room type.
Added All Levels.tmx file that contains rooms available for all levels.
Fixed bug where you wouldn't be able to activate a door when near an open chest (Chest would eat the activation.)
When using full scale mod disable teleport.
Release Notes - Boss Balancing
You are no longer trapped in the weapon room at the end of a level.
Fixed level 5 elevator.
Made ranged weapons drop more often.
Fixed enemy blinking crash again.
Adjusted boss difficulties based on analytics.
Here's some stats from the game analytics of Luca.
Level 1 Boss Success Rates and Average Time
45s 84% Orcus
30s 92% Pater
28s 69% Mors
My target is to have the first level completed 90% of the time. So Mors' was removed as a level 1 boss and Orcus' health dropped a bit. The bosses gain extra attack moves in later levels.
Level 2 Boss Success Rates
87% Orcus
70% Orcus w/ Commoners
85% Pater
56% Pater w/ Archers
69% Mors
35% Mors w/ Swordsmen
82% Silenus
72% Silenus w/ Demon Bombs
Level 2 average boss fight times are 40-50 seconds. Obviously having extra enemies in the room has a huge impact on the difficulty of the bosses and needed to be reduced.
Also, I get feedback on every room design so that I can analyze and adjust the difficulty for maximum fun.
Also, 17% of the time players kill the shopkeeper, who's name happens to be Kenny.
Release Notes - 5 New Enemy Variations Added!
Added slow basic zombie.
Added tiny slow basic zombies that are fun to shoot.
Made zombie jumpers aim jumps at player.
Zombie jumpers are smaller and slower now.
Zombie jumpers shout when jumping at you.
Added zombie jumper that shoots in 4 directions instead of jumping.
Added small high flying dragon that moves towards you.
Moved large dragon lower so you can't aim over blocks so easy.
Added small low flying dragon that does a large spray shot.
Updated and improved level 1 rooms.
Fixed special move code so they don't all trigger right when you enter room.
Marked all enemies as enemies for teleport LOS check. (Only bosses were before)
Fixed elevator use position.
Return to center of room when switching levels or dying.
Release Notes - Workshop Support and Improved Teleporting!
Workshop is now active and public. Check it out at http://steamcommunity.com/app/433600/workshop/
First example mod is a mod that enables the original room scale mode.
Teleport thru enemies (handy when you've got a giant boss in your face.)
Increase Teleport range. You can now port across the entire room
Add label to elevator on how to use it.
Added callout system to be able to add text to any game object (great for modders)
Add treasure room to start room on Level 1
Add Spawn Sound to Chests
Don't show popups on unfound items in title room.
Improved Run Analytics
Run reports are now saved as JSON files to My Documents/My Games/A Legend of Luca.
Please vote on features and improvements on the game at
https://trello.com/b/y3xa8O6S/a-legend-of-luca
You can also post feedback to the community forum or send me a friend request.
Release Notes
Switched level exits to use a new elevator that can be canceled if hit accidentally.
Undid overloading of teleport button to use doors, as it was getting hit accidentally.
Fixed Dragon AI.
Fixed enemy AI Target finding.
Removed fatty bosses on stage 1.
Lowered Dis Peter boss difficulty.
Enemy AI will prefer to shoot at you in the face now.
Added Ranged zombie commoner to first level.
Added haptic pulse for melee combat hits.
Updated Achievement Icons.
Many improvements for modders.
Enabled editing of rooms.
Included Tiled map editor.
Included Workshop Upload Tool. (Workshop support is coming soon. Friend me if you'd like to try it.)
Luca's Trello board for project management is publicly available at https://trello.com/b/y3xa8O6S/a-legend-of-luca. You can go there to comment and vote on features and improvements.
Release Notes
Disable requirement for melee weapons to be moving to deal damage.
Fixed Axe special attack.
Fixed Arrows sticking in the air scale issue.
Adjusted scale of coins, diamonds, and chests.
Upped melee damage considerably.
Re-added cooldown to melee weapons.
Ammo is no longer used when doors are open and room is cleared.
Made Firmitas sword break hidden doors.
Nerfed Virtus sword shield special ability.
Removed Debris from teleport LOS checking.
Added ranged zombie commoner.
Tweaked some of the weaker items.
Added Haste Item. (By Dragonsslay)
Fixed room count always being 0 on game over menu.
Replaced level 5 skybox because it was too bright.
Special attacks now use current damage stat.
Changed wireframe upgrade to be reusable for current room only.
Teleport button will now activate selected open doors.
Made hand hit boxes smaller for easier melee.
Doubled pickup distance radius. Shouldn't have to port to items as much.
Added mod support. Game will now scan a Mods folder for .net assemblies that have a class that implements Legend.IMod
Contact me for more info on modding.
Release Notes - Epic Scale Game Change Now Available
Room is now always full scale and added Teleporting.
See this announcement for full details and explanation:
http://steamcommunity.com/games/433600/announcements/detail/847051226698762393
Moved weapon selection to the pause menu.
Fixed Victory achievement not being awarded.
Fixed controller vibration haptics.
Added 5 new upgrade items created by Dragonsslay http://steamcommunity.com/profiles/76561198042030562/
Since this is a major update there may be bugs in the game. Please report them to http://steamcommunity.com/app/433600/discussions/0/371918937277058583/
Epic World Scale Game Improvements
So Luca has been getting a few mixed reviews, mainly due to to the scaling of game not being what people expect. It's not possible to truly convey the scale of the world in the game trailer because it's only a 2D video that can't show depth or parallax. The 2D video of the game is the same no matter what the world scale but the play experience has a dramatically different feel to the mind.
It's never good not to live up to expectations so I experimented with changing the scale to real world and introducing teleporting within the room.
Happy to report it works so well and feels so much better that I've decided to change the game to always use real scale. Apparently my idea of making the game room match the play area and placing the floor at chest height was flawed and a lesser experience than just letting players teleport.
The new teleportation will be modeled after Valve's The Lab demo for maximum comfort and familiarity for players. When pressing up on the touch pad a trajectory arc will be rendered showing the new target position and the play area bounds in the new position.
Also the player position when porting thru a door will be changed to be at the door they just went thru, as would be expected. It's now natural and there's no longer any need to turn around when first entering a room.
Also removed was the floor height calibration, so now the first moment in the game will not be dedicated to flinging the floor about.
The new update with the revised game scaling is now available.
With VR being so new, players haven't had time to develop a lot of comfort for running with the headset on yet. We are kind of still in the "Pong" stage of VR gaming and the original Luca design was maybe ahead of it's time.
Also, it's easy to see how asking everyone to run around the room when they could teleport could diminish the fun a bit.
As an added benefit, with full scale Luca will be able to support Playstation VR and Oculus Touch when they come out. More platforms means a bigger market and more investment can be put in the game.
Also, by abandoning the small scaling of the world, it opens up opportunities for larger rooms which would enable more experiences in the game.
Thank you for your patience as the game evolves and improves and a HUGE thank you to all who've written positive reviews of the game. Your support and enjoyment of the game are my primary motivation.