The Forgettable Dungeon Beta - r1168 Overworld, day & night cycles, improved combat
## Patch notes for r1168
Note: many textures relating to overworld and dungeons are still placeholder
Features:
-- added combo attack, with launcher
-- added context sensitive attacks, stab, jumping swipe
-- added overworld, with dungeon housings, secret rooms, and monsters
-- added day & night cycle for overworld
-- partially added fourth dungeon, which can be unlocked via the overworld
-- new radial in world inventory, store up to 5 items
-- added new trap room
-- New monsters for overworld, and 4th dungeon
-- added a few new traps for dungeons
-- added a few new bonus rooms
-- added new variations for dungeon room monster spawns
Changes:
-- enemy projectiles now glow a bit to make them more apparent, also slightly red tint
-- improved rendering
-- overhauled the way dungeons are sent over network, improving efficiency and allowing for bigger areas
Bug fixes:
-- fixed shadows not rendering correctly on teleporter & spear trap floor models
-- fixed case where not taking inventory out for 2 level changes would cause it to disappear
-- fixed dagger & staff charge animations
-- fixed case where other players would rotate incoherently/randomly while moving
-- fixed many other miscellaneous bugs
-- added new bugs
Development update - Puzzles, Ghosts, and Gambling
Hey everyone wanted to give you another update on development.
Push block puzzles, can't have an adventure without them!
Ghost is a simple enemy, but I really enjoyed how he came out.
Though I do wonder what he's doing out during the day though...
Let's gambling as our forefathers used to, by walking into mysteriously red unmarked rupees.
I've also added combo attacks and launchers, this should add some more variety to the combat.
I've also added a minimap to help people get around easier in the new larger environments.
Thanks for taking the time to read this, take care!
Development update - shiny new boulder trap, overworld progress
Hey, I realized I should probably be posting updates for everyone here as well.
I was surprised to see that there's over 800 of you following the game, thanks for that I really appreciate it.
Boulder trap:
High quality: http://i.imgur.com/j2R5O4j.gifv
This is only just now possible because of improvements to the games backend, super excited to see how people react to this in game.
Overworld progress pic:
Overworld is coming along really well, things are feeling nicely connected now.
Imgur is running a bit slow for me today for gifs, so the rest I'm going to link to.
Cute new enemy: http://i.imgur.com/eNPMkDq.gifv
Really happy with how this little guy turned out.
Water tiles/swimming: http://i.imgur.com/VP4uXUw.gifv
Finally an answer for how a flat piece of pixels swims.
I mostly covered everything here, but there's a few more videos/words on the Kickstarter update if you want to check it out:
Features:
-- default sword/mace can now be charged and then held for a little while before releasing
-- added highlight to objects that you can pickup/interact with when you're close to them
-- magical items like potions and scrolls now are shiny to make them stand out a bit more
-- finished implementing new cutscene object, no longer tied to specific objects
Changes:
-- staff projectile colors are now the same as their staff
-- added error message when steam fails to start properly, preventing the game from running
Bug fixes:
-- fixed case where dungeon generator could create isolated areas that you'd get trapped in
-- fixed glyph trap messages not showing correctly
-- fixed case where charged bow attack wouldn't use energy
-- fixed players floating above half walls, instead of actually colliding with them
-- fixed particle emitters not transferring over network/splitscreen correctly. fire effects / warp tile effects
-- fixed transition wall details not displaying correctly during level transition
-- fixed case where taking staffs down stairs would make them not shootable for a period
-- fixed being unable to jump/jetpack sometimes after level change
-- fixed case where you could pick up the same item and remove it from world
-- fixed confusion not confusing enough
-- fixed being unable to pick up hardHead ice world enemies
-- fixed some cases of crashing while exiting/resetting on boss fights
-- fixed skelton john boss shooting right at start of cut scene
-- fixed being unable to throw dead players & idols down ladder
-- fixed shopkeeper not shooting shotgun
-- fixed falling through ice dungeon ice tiles
-- fixed boss cut scenes not sending over network
-- fixed edge case where black dungeon tile would be in a corner, in front of normal dungeon tiles
Note: Linux build is not up to date due to not having Linux PC currently.
Features:
-- Implemented new button prompts for interacting & picking up items, now more consistent in informing you of your action ( PC bitmaps are temporary )
-- Implemented new networking and collision for dungeon tile system in preparation for Overworld, faster and less collision issues hopefully
-- added movement item slot for things like feathers, dash boots etc, accessible via B on 360 and SPACE on PC ( Currently no picture in GUI )
-- added ability to put potions and scrolls in and out of pocket by pressing the LB button for 360 controller, or LEFT SHIFT on PC ( Currently no GUI feedback )
-- Implemented new magic ammo/stamina system for all equipable items
-- There's now an outline/shadow of your character when you're behind walls, to aid with visibility
-- added one new potion and staff type
-- New memory leak... wait this isn't a good feature! Going to be fun to track this one down :(
-- New play area in inn, will contain various items for users to mess with
Changes:
-- staff items are now a new beat em up style item class, while carrying you can't use other weapons/items
-- boomerang is now an item again, has new charge ability
-- One button is now used for picking up, throwing and dropping. Depending on aiming.
-- exploding frog now plays death animation, then starts pulsing to better convey intention
-- staffs now affect all objects in world ( This totally won't break everything... )
-- You will now attack more consistently in the desired direction
-- You now start with no items
-- Monsters will now stay in whichever room they spawned in more often, unless special case
Bug fixes:
-- fixed case where opening options menu while paused in single player would unpause game
-- hopefully fixed crashing related to overloading of network packet
-- fixed crashing related to skelton john boss fight, involving skull pots
-- fixed case where you'd be unable to move for a time after camera transition
-- fixed case where you could jetpack over doors without activating the room
-- fixed case where spear traps could be moved by explosions
-- fixed case where exploding enemy would break if corpse was used as a melee weapon
Features:
-- game now pauses in single player when escape menu is opened
-- after beating boss stages, a special warp tile is now spawned instead of a ladder exit
-- added optional heart container GUI variant for health bar
Changes:
-- heart container now fully restores health
-- players are now temporarily invincible after they're teleported
Bug fixes:
-- gold and timer are no longer reset upon beating a dungeon, only on gameover
-- boss snake no longer attacks after death
-- sfx volume slider range was normalized to match music audio level
-- boss snake now has death animation
Features:
-- new woods themed dungeon
-- new snake boss for woods theme
-- 6 new monsters/creatures
-- re-structured gameplay, you now can choose the order in which you tackle the dungeons
-- new dynamic camera system for boss/secret intros
-- pixel debris now shrink out of existence instead of fade; faster performance, and better looking
-- friendly creatures are now unlocked for inn if you beat their respective dungeons once
-- mac is now supported through user friendly wine bottle
-- ambient world color is now overall brighter, and more varied per dungeon
Bug fixes:
-- fixed case where targeting item would make you stuck in jump mode, related to picking up chickens while having the targeting item equipped
-- fixed case where targeting reticle would get stuck on screen after death
-- fixed ice boss flavor text
-- fixed case where black/empty tile would render instead of a normal tile, having collision and reflection.
-- fixed case where having gold/rupee above head would cause you to only do 2 melee damage
-- fixed case where gold/rupees/health items disappearing off head would cause your attack charge to reset
-- fixed Player clipping into ground when first spawning, causing reflection glitch
-- fixed player's being able to jetpack & dashboot when frozen or stuck
Note: This is not a complete list of changes
Report any bugs here: http://steamcommunity.com/app/375810/discussions/0/412446292758374622/
The Forgettable Dungeon Beta - R828 - Split Screen update
The main new feature in this update is split screen support.
Currently split screen is windows only, and supports xbox 360 controllers, eventually it'll support all types of controllers.
Changelog:
-- split screen mode added
-- you can now navigate menus with the controller
-- your character now animates when you type text in game
-- steam friends invite option now only appears in multiplayer online servers
-- added a bit more support for generic controllers
-- you can now plug controllers in after the game has started and it'll detect them
-- fixed blindness not working in low quality mode
-- you can now reflect enemy projectiles with a charge attack
-- fixed case where players were falling through the ground on level transition
-- skeleton hands are now super effective against skelton john
-- added a spooky monster to the secret spooky theme
-- dungeon wall textures, and floor textures are now randomized again
-- fixed case where boomerang would glitch out on closed doors
-- changed behavior of love staff and polymorph on bosses
That's it for now, if you guys find any bugs be sure to post them here or in the bug thread:
The main new features in this update are the new lighting, shadows, and reflections.
Changelog:
-- added new lighting system
-- added reflections
-- added shadows
-- dungeon and debris system are now batched, improving performance greatly
-- revamped options menu, more options available
-- camera now has more player locked option
-- fixed being unable to pick up other players
-- you now have to manually catch boomerang
-- charge attack now does more damage
-- camera is now framerate independent
-- stat text is now framerate independent
-- skeletons no longer appear on floor 1
-- no longer stand up when going through transition on a bed
For the curious modders the light ranges and brightness can be changed by messing with these variables
// player light
$playerLightLin = 0.5;
$playerLightQuad = 0.0;
The Forgettable Dungeon - R805
This update mainly includes a graphical overhaul, and various bug fixes.
-- added new lighting system
-- added reflections
-- added shadows
-- dungeon and debris system are now batched, improving performance greatly
-- revamped options menu, more options available
-- fixed being unable to pick up other players
-- you now have to manually catch boomerang
-- charge attack now does more damage
-- camera is now framerate independent
-- stat text is now framerate independent
-- added option for camera to stay more locked to player
-- skeletons no longer appear on floor 1
-- no longer stand up when going through transition on a bed
For the curious modders the light ranges and brightness can be changed by messing with these variables