Fantastic timing... I got scheduled to do Jury Duty next week, so we're holding off on the launch until I can be sure that I'll be available to look into any launch issues.
If I get released early then expect an earlier release!
Build Notes 0.0.37
Lots of small changes today:
Add screen explaining early access
Add screen recommending use of a controller
Lower slam attack radius and damage
Increase number of power ups in each level
Start the game with a small amount of money
Move Map to Back button on Xbox controllers
Change start text to explain that it's a teleporter you're looking for
Hud money now shows the same money icon as the one in-game
Add build version identifier to all screens
Health is proportionally maintained when receiving a health upgrade
Early Access Release
We've decided that we're going to postpone the Early Access release of McRogue until January. We didn't want to do this, but there were a number of factors involved.
It's important to us that we release something valuable for you to play, and we're not quite there yet. We feel that it's better to delay and release something that matches your expectations rather than rush to get it out in the current state.
We're still collating feedback from our closed alpha and we'd like to get a chance to address some of it before we go public.
There's an insane number of games being released this month so it's going to be harder for us to stand out.
The Steam Winter Sale is currently running, so we're suddenly competing with lots of established games with deep discounts at our current price point. We'd rather wait until we're competing on a level playing field.
I hope you understand and appreciate that we're trying to do the best we can for the game.
Release Candidate
We've just uploaded the release candidate. It's come a long way since we started, but there's still a long way to go.
The game is currently tuned to be very hard due to limited health pickups. We'll be easing this up as we get more content in for you to play with.
Additions today:
New health bar
New difficulty display
Fix bugs
Tune max-health powerups
Add some delay between dying and the game over screen
If you trigger a mine and it kills an enemy, you now get credit
Remappable Controls
The controls can be remapped, but not in-game yet unfortunately. The control mappings can be found in the content directory under the Input folder.
If you want to edit an existing mapping, then open the file and change any of the values under the Binding section.
Keyboard
Each value in the binding section corresponds to a windows 'Virtual Key' code. Look up (here for example) the code you want and just change the value in the file.
Controllers
For controllers, any value with + or - in front of it indicates a controller axis to check, with the sign indicating which direction to look in. A value without a sign means to check a button.
Let's say we want to change the controls so that the Xbox 360 d-pad controls the direction. We'll find the move controls and update them to use the d-pad buttons instead:
Left=13
Right=11
Down=12
Up=10
Unsupported Controllers
If you have a controller that doesn't already have bindings then you can add your own!
We've just updated the game to attempt to generate a default control mapping for any controllers that it doesn't recognize. When this happens, the game will use the driver default mappings to try to make a good guess at what the control scheme should be. When you exit the game, you will see a new control scheme that has been saved out in the Input directory. You can now edit this control scheme to suit your needs!
Updates Galore!
We've been super-busy packing as much as we can into the game before our early access launch! Here's just a taster of what went into the game over the last two weeks:
First boss added - The Irn Brute!
New enemy
New explosion fx and mine behavior
New chest fx
Proper icons
More readable health bar
Gameplay tweaks
First support for remappable controls
Support for 32-bit Windows
There's plenty more where that came from. We're well on the way to adding a third level type and we're in the process of collating feedback from closed-alpha testing and adding lots of tweaks.