Lootfest now fully support PS4, XboxOne and Xbox360 controllers. Ive made the remapping a bit easier too.
Added a tutorial level.
Update: New level system
Complete remake of the levels, all the old levels are gone.
A couple of new bosses and enemies.
Fixed the split screen controller issues.
Created the first proper level "Emo Vs Troll".
Input dialogue for text, send chat by pressing Enter.
Fixed the creative mode.
Online MP is still a mess, but not worse than before.
Controllers outside Xbox are still hard to use, working on that.
You can expect regular updates again, will probably patch bugs during the whole week.
Next big update will be a level that contains a replica of Lootfest1 from 2009.
Opinion Poll: Next update?
I can either update now, and you can try out the new maps, BUT - the game will have way less content for a while (I haven't remade all the old levels yet).
Or you rather wait until the game contains more content than the current build?
So, get the update now or later?
Dev blog: New level system
Started by throwing out the old levels, starting over is both scary and refreshing:
I wanted to do a easy tile editor, each tile is 8by8 blocks in size
First trial to use the tiles on the world
Added roads
Made it generate random terrain models
The ground was too flat so I added a noise map
Made it put different materials on different heights
Roughed up the road by randomly adding blocks at the road edges
Used a similar trick to make the walls look less sterile
That was the easy part - redoing all the old levels is going to take a while.
Cross promote: A card drafting strategy game
Released Pick a Hero - a card drafting strategy game.
Small patch
Updated Lootfest with a small patch. I am now storing away when people bought the game so I can give some extra bling to early adopters - now when I make a drastic price change.
All about the price change: See previous news post.
Big changes - long time to next update
Cuts in development costs In short I've had a few unlucky losses of income, and had to cut down on development costs. I could no longer afford having Martin on the team (We are still good friends and all) . I also had to leave the office I rented, and moved development back home again.
The development will go on, but at a bit slower pace.
No updates for a long time Martin was working on a system that created levels, but when working on the next update (see images) I started to realize it was too complicated and buggy for me to figure out.
I will create a new level system that is easier to use and debug. But that will probably take me the whole summer, and you wont see any updates until that is done, sorry.
Price cut I initially planned to have about 20 hours of content for 15$, but because a few bumps on the road it is clear that the game will land at about 4-6 hours. The price is too high for that, I will lower it to 1$ for early access and 3$ at release.
I plan to update the game for another two years after release.
Working On: Troll boss
Gonna be part of my first proper level, that contains puzzles and challenges.
There has been some big changes in the plans for Lootfest, I will go into details next update together with a price-drop. Planned in about 2-3 weeks.
Working on: Scorpion boss
I start to realize that 16 hour long game was a bit far reached, it is more realistic to aim for 8 hours. It is about one year from deadline, so will produce monsters for another 2-3 level themes, after that its time to start wrapping up everything.