Hello friends!
Now that the early access version has been launched it’s time to share with you our plans about the future development of Super Cane Magic ZERO.
Consider this thread a quick explanation of our Trello board for those of you who prefer the good old plain text.
We have three short term goals, that include the changes and new features we’re going to develop in the next couple of months.
Consolidation of the content
To be completed in a few weeks
Fix major and minor bugs
Upgrade enemy AI system
Improve loot system and game progression (difficulty scaling with loot)
Volcano Tileset improvement (new tiles, improved visuals)
More content
Likely to be developed in a few months
More rooms for the challenge mode
Upgraded level generation (secret and locked doors)
Late October, planned for Lucca Comics and Games 2015
Tileset 2
New enemies
New bosses (Story mode area 1, 2)
NPCS
Remember that story mode chapters are going to be part of the early access process, no extra purchases will be required!
Early Access Build 6
CONTENT
New Item: 3D Glasses
FIX
Fixed a bug that reset unlocked items each game
Fixed a bug that caused enemies and other items to appear black or invisible
Fixed a bug with item hints remaining visible after quitting the game
Dodge action no longer plays an impact animation and sound
Fixed a bug that caused activated levers to appear yellow instead of green in the minimap
Fixed a bug that scrambled some bullet animations
Fixed a bug that occurred while dropping equipment in water
Fixed some visual bugs related to trap arrows
Fixed a monolith spawner not working properly
KNOWN ISSUES
The game crashes after launch with some MAC configurations
Sometimes the game camera loses track of the players when the entire party dies
Enemies sometimes are stunned while standing
Early Access Build 5
A new update for Super Cane Magic ZERO is available!
CONTENT
Fixed visual and enemy placement in some rooms of the volcano tileset
Added a new room filled with traps to test ... traps
Fixed a "typo" in the tutorial level that displayed RT instead of RB as the attack button
Added a super secret achievement
Added correct destruction effect when items are destryed by liquids
FEATURES
You can now use escape or the B button on the gamepad to exit menus
Other minor interface tweaks
BALANCE
Increased item drowning time from 3 sec to 5 sec
FIX
Fixed an issue that caused some players to spawn outside the map
Fixed various bugs that caused players and enemies to get stuck above map elements (braziers, pillars, etc.)
Fixed some translation labels that were missing
Fixed a bug with flying numbers while the game was paused
Fixed a bug that caused spash effect to remain visible after picking up an equipment item from liquids
Early Access Builds 3 / 4
We are happy to present you our first patch since the game is live!
If you want to know what we are working on, our dev-board/roadmap on trello is still WIP, but you can find it here.
EARLY ACCESS BUILD 4 HOTFIX
Fixed a bug where sometimes controls stopped working
Fixed a bug that caused unlockables to show two times in the unlock menu
EARLY ACCESS BUILD 3 PATCH NOTES
NEW FEATURES / IMPROVEMENTS
Now a campfire room should always spawn before boss rooms in Challenge Mode
You can now pause the game using the back button using a supported controller
You can now exit a game using a supported controller
You can now partially configure keyboard controls
The Inventory GUI now displays suggestions and advanced info
When a character dies in a co-op game, a "go to campfire" suggestion is now displayed over his health bar
Improved challenge mode interface to display biscuits and lives
You can now configure the game volume and mute the game from the main menu
CONTENT
Added a new internet favourite throwable item
Fixed few game rooms that were causing movement glitches
Improved some game rooms with more traps and more interesting enemy placement
Added a basic Tutorial Level
Fixed some translation issues and typos
Added content to non transalted interface labels
Added super secret 8 bit mode :D
BALANCE
Unlockable characters now cost much more dog biscuits
Common melee enemies deal significantly more damage
"Eyeman" enemies now attack much more frequntly
Eating items now grants less health or deals less damage
Mariangiongiangela recovers less health when eating items
Flascio has now 2% more base dodge chance
Melee items stun duration increased slightly
Salame coins and dog biscuits now disappear after a while
FIX
Fixed wrong sound effects when hitting stuff with melee weapons
Fixed a bug that made player characters unresponsive if they were stunned while eating an item
Fixed a bug that sometime disruped the spawn position of players at the beginning of a level
Fixed a bug that would remove tile strips from the level
Fixed the shadow for small "face" enemies
Fixed a bug that scrambled level tiles during subsequent games making levels unplayable