Over the past months, I have been working on improving the environment. Most notably, the online arena map has been overhauled. It now spawns as one of four maps with various obstacles. It should be more interesting than the empty square it used to be. Much of the effort has been in implementing reflections in the engine which took more time then expected.
Added:
Added four different arena maps with various obstacles.
Added destructible crates.
Added teleporters.
Added ground reflections. After many rendering changes, the game now has reflective surfaces, which should make everything look a bit better.
Added tower ambient occlusion rendering effect.
Changes:
Target dummies are no longer static and move back towards their original location after not receiving damage for a while. The new behaviour more accuratly reflects the damage and knockback.
Modified network clock sync code; hopefully, it will improve the lag spike at the start of the first round.
Modified UI scrolling behavior; it should be smoother now.
Changed Nature element colors a little to be more vibrant.
Changed the descriptions of target glyphs.
Bug fixes:
Fixed initial camera position so that the camera does not need to move to the center for the first couple of frames.
Fixed the bug causing clones to sometimes use their wands. So no more clones shooting wands (for now).
Reduced transition delay between clicking 'play' and seeing the home world.
Wands can't shoot in a wall anymore.
Changed the collision resolution factors to have objects less likly to be stuck in walls.
Optimized the target glyphs logic by reducing the number of spatial query calls needed and moved to a 'filter' approach where possible.
Fixed lag spike occurring when creating a bunch of wizard clones. It was a very dumb bug caused by my lacking competence. (I was doing a network call for the Steamworks leaderboard per wizard clone spawn to check which rank to display, which is very slow.)
0.11.0 Wand Update
This update introduces wand customizability, expanding the available build options. The game is moving closer to complete control over spells. Still a couple large updates left before release, but we're getting closer to full release. Full changelog:
Added:
Added Wand Editor: Wand settings such as mana use, charge time, cooldown are now customizable.
Added Wand Stability: A new concept, 'stability,' is introduced to prevent wands from being over/underpowered, ensuring better balance.
Totem can now shoot in addition to spellshots, shooting orbs and arrows.
Added Friendly target glyph.
Added Enemy target glyph.
Added Any target glyph.
Added Any enemy orb glyph.
Added health and mana bar indicators.
Added physics object freezing to improve performance when there are a lot of spellshots.
Changes:
Migrated all prebuild wands to the new system. Should behave similearly, but with a different texture.
Remade chatbox to support text wrapping and to look a bit cleaner.
Changed start direction glyph mana cost from none to 3 mana per second. As wand stabiity is a factor now, so no more free perfect aim.
Changed the 'typing indicator' texture.
Fixed:
Fixed issue with tooltips positions were updating with the fixed update rate instead of the frame rate.
Fixed hardend tether bug which was causing unusual movement.
Reduced the chance of audio source reuse by removing silence from some explosion audio files.
Fixed another audio bug that caused sudden and very high volume in some audio instances.
Hotfix 0.10.2
Added:
Added elemental effects (fire tick damage and electricity sparks) to arrows.
Added element particles to arrows and orbs.
Changes:
Reduced erratic movement of orbs.
Changed the dummy mass to be the same as the wizard's, for more accurate damage indication.
Buffed fire tick damage.
Changed the maximum mana used by the scaling wand to be 450 instead of 600. This doesn't really change much as the wizard has a maximum mana of 450.
Simplified how fire tick damage is calculated. Now it is a flat x damage over x seconds, resetting whenever an object collides with a fire element object, regardless of other factors.
Optimized rendering, removing redundant rendertextures and render passes.
Optimized the main menu background rendering.
Adjusted the alternative color for the water element to look less like air.
Hotfix 0.10.1
Bug fixes:
Fixed startup crash occurring for new players.
Fixed Bow wand name and description.
0.10.0 Bows, Orbs, and Directional Explosions
Added a bow wand and a directional explosion glyph. Made a bunch of balance changes and fixed multiple game breaking matchmaking bugs. Orbs are back with slightly different behavior. This update was a bit rushed and may have some noticeable balance issues, but I wanted to release the matchmaking fixes as soon as possible. Patches will be released in the coming weeks to address any balance issues.
Added:
Added Bow wand.
Added directional explosion glyph.
Added back Orb wand with slightly different behavior. Orbs are slower, have no collision damage, but have increased explosion impact.
Changes:
Redid the physics drag calculations, removing the hard limit on movement speed.
Changed how direction offset glyphs function. Instead of instantly turning to the desired rotation, they now turn like normal direction glyphs.
Bug fixes:
Fixed a small issue with direction glyph calculations.
Fixed homing glyph direction calculation issue.
Fixed audio-related crashes that mostly occurred with the electricity element (for real this time).
Fixed grow/shrink glyph size calculation issue.
Fixed an issue with the settings window crashing the game when the window size setting was set larger than the current monitor size.
Fixed some issues related to matchmaking. Not sure if all issues are fixed, but crashes should be less frequent now.
Hotfix 0.9.1
Changes:
The explosion damage has been increased by 20% for one specific player.
The mana-to-health ratio has been halved, making walling less effective.
Removed:
The debug 'trailshot' wand has been removed, as it should not have been included in version 0.9.0.
0.9.0 Title screen, more mana, matchmaking UI and improved performance.
It has been a while... I have been with life and reworking large chunks of the engine, which has kept me from releasing updates. Updates should be more frequent from now on. 0.9.0 has some major usability improvements, including:
Improved game performance
Improved networking code
Added match accept/decline functionalities, and you can change the selected loadout before entering a match.
Added a match loading screen.
Added a title screen.
Balance-wise, the game has changed a lot, so expect some balance issues while players find builds I did not expect. The most notable changes affecting balance are:
A new physics system that allows smaller and faster spells to be built.
Increased mana capacity and regeneration across the board.
A bunch of damage values have been changed.
Full changelog:
Added:
Added a 'found match' popup screen before starting a match. This allows players to change loadout before the match starts and accept/decline matches.
Added a loading screen before the match starts that ensures both players start the game at the same time. This should improve lag in the first couple of seconds.
Added a player head with health/mana bar UI.
Added a title screen with information about the game, changelog, and credits.
Added an implosion glyph to self-destruct without dealing damage.
Changed the default splitting direction to be a line formation when no group direction glyph has been set.
Improved render order in preparation for later updates.
Changed camera movement to highlight the center of the map to better see the enemy player.
Made shrink and grow glyphs smoothly change size instead of directly.
Reworked the collision system to allow for faster and smaller entities to support future weapons and fix 'tunneling' issues.
Renamed 'editor' to 'Spell editor'.
Changed spell shot death animation to be a small implosion.
Changed totem death animation to be an implosion.
Remade the audio system to fix multiple audio bugs. It should perform better now and fix audio-related crashes.
Changed how input delay is implemented, which will improve online performance but increase input delay for player movement.
Added input delay to the home world to have the same input delay offline as online.
Made multiple changes to the networking code. Improved prediction code and decreased overall lag.
Added more window sizes to settings.
Changed electricity spark logic to remove the annoying 'electricity looping' audio issue.
Made a bunch of small changes.
Removed:
Removed Orb wand. It was rarely used and not fun. A new update with new weapons will be out soon.
Bug fixes:
Fixed crash reporter render texture images.
Fixed UI issue when closing the editor while dragging glyphs.
Fixed a bug that caused wizard clones to ignore direction offset glyphs.
Fixed render order of loadout invalidation crosses.
Fixed UI issue causing dragging glyphs to remain dragged after mouse release.
Fixed settings window size showing a size larger than the monitor size.
Fixed a crash when a loadout glyph index is invalid.
Hotfix 0.8.1
Changes: - Decreased homing glyph cost from 10 mana/sec to 5 mana/sec. - Increased instant glyph cost from 1 mana to 5 mana. Bug fixes: - Fixed crash that occurred after every other match played. - Fixed rank rendering in online matches.
0.8.0 UI update, direction glyphs changes, new sound effects and more
For the last 6 weeks, I have been working on improving the UI and various back-end changes. Most notable changes include:
Improved spell editing with a better UI, undo, redo buttons, unique glyph borders, and a bunch of glyph variations.
Changed how direction glyphs work. They no longer instantly set the direction but turn toward a target and can be stacked for faster turning. Nerfed homing glyph so that it isn’t a must-have in each build.
New sound effects thanks to Mestiez!
Changed and updated a bunch of libraries and the .NET version. So, expect some networking issues while I find all the new networking bugs.
This and many more balancing changes and bug fixes. Full changelog:
Added
Added UI animations.
Added different glyph borders for each glyph section.
Added glyph variations for splitting, delay, and nearby glyphs.
Added undo, redo, and clear buttons to the spell editor.
Added damage numbers.
Added a steam invite screen when hosting a lobby.
Added max frame rate setting.
Added 'last split direction' glyph.
Added 'click' audio when clicking a button.
Added an instant homing glyph.
Changes
Increased home map area size.
Mestiez (people playground dev) randomly redid most of the sound effects because he couldn’t stand the old ones and I hate audio. Big thanks!
Increased player health and decreased mana decay to allow for more interesting builds.
Nerfed fire effect damage duration.
Buffed orbs. Reduced explosion delay, increased speed, and now has 100% more explosion damage than spellshots (was 80%).
Increased size factor when calculating damage for a wizard. Max size wizard now takes 50% less damage while min size wizard takes 200% damage.
Made mana bar flashing when out of mana indicator clearer.
Direction glyph changes:
Changed direction glyphs to turn towards a target instead of instantly setting the rotation. Direction glyphs can be stacked for more accurate turning for a greater mana cost.
Changed split direction glyphs to set the direction of each tick after a split. It used to only set it once when split.
Changed how the 'rotate 90 deg' and wave glyph behave. They now modify the direction offset instead of the direction directly. Making it possible to combine them with other direction glyphs and stack them.
Expanded the leaderboard to show the top 50 players.
Renamed 'infinite loop glyph' to 'reset loop glyph' to better describe its function.
Locked the default builds so they can't be modified or deleted.
Renamed 'bracket end' glyph to 'close bracket' glyph.
Refactored all Steamworks code to use a different library.
Changed from steam sockets to steam messages API for improved netcode.
Migrated to .NET 7 preview version.
Bug fixes
Fixed mana calculation of the scaling wand.
Fixed the "When a player dies in the lobby the selected wand gets reset" issue.
Fixed an issue where players could spawn multiple totems with the same wand in the lobby after dying.
Changed game process priority from normal to high which fixes some of the freeze/lag issues on certain machines.
Fixed the "past a certain number of loadout you can't select the ones at the bottom" issue with the loadout dropdown.
Fixed mana calculation of the scaling wand.
Fixed the "When a player dies in the lobby the selected wand gets reset" issue.
Fixed an issue where players could spawn multiple totems with the same wand in the lobby after dying.
Changed game process priority from normal to high which fixes some of the freeze/lag issues on certain machines.
Fixed the "past a certain number of loadout you can't select the ones at the bottom" issue with the loadout dropdown.
Fixed 'self target wand sometimes not splitting when low on mana' issue.
Fixed rendering issue with spellshots spawned using the 4th wand with the 'quick fire' key.
Fixed issue with UI sound effects sometimes not playing.
Hotfix 0.7.2
Bug fixes: - Fixed an audio bug that caused game crashes during online matches.