The time has come! I've finally completed and (hopefully) tested all playable classes thoroughly to the point where I can release an update in the beta branch for you to give a try!
I'm going to touch the game up for a bit longer, but once it's in a polished state I'll update the beta branch to allow those who own the game a chance to play a beta version of full release overhaul.
Some notes about this beta version:
Combat is completed, but there is only one enemy type and one boss type
All playable classes are fully equipped with their spells and upgrades
The game has no end and there are no special final bosses
Every other aspect of the game is complete in terms of item generation, inventory and statistic management, and room generation
I'll post an update shortly when I've updated the beta branch, so stay tuned!
Lots of Full Release progress has been made!
Just wanted to throw an update out since it's been a long while since my last update post. Lots of progress has been made! The time since the full release has had major progress. Spells and combat interactions have been implemented and the last remaining pieces are being put into place!
This means some of the last things that are left are completing spells, making all the enemies, and making sure everything looks good for full release! There's still quite a bit of work to be done, but a majority of the framework is done!
I'm getting more and more excited as full release draws near. I'll be making more updates as it gets even closer, so stay tuned!
A demo for full release is live on GameJolt!
I've uploaded a playable version of the demo onto GameJolt for those of you who want to play the teaser of full release and that already own the base game. Steam won't let me download the demo since I already own the game, so I assume the same goes for everyone else that owns it. This is a workaround since I want you to be able to experience the teaser!
Anyway, click here for the link, download it and tell me what you think!
The Labyrinth Demo is released!
The demo is available for download. Now I think if you already own the game you can't download the demo, which I didn't realize. I made this demo with the intention of it being a teaser for full release, but it doesn't let me download or play it. So with that in mind I'm most likely going to release the demo on another site like GameJolt and link it here once it's setup so those of you who own the game have the ability to play the full release demo! Sorry for the inconvenience and thank you all for your patience!
Sorry for not recent updates!
I've been under the weather for a few weeks, and haven't had the drive to program. The plans for the playable demo of the new release will come out soon, I'll add it to this game's store page when I feel better and get everything set up!
Small change with the full release schedule!
So my original intention was to release The Labyrinth: Revamp as a seperate game and have owners of The Labyrinth original to get Revamp for free. To make it easier on everyone, including myself, Revamp is going to simply update over the original game. This doesn't change the release schedule, so the original release date of early 2019 (hopefully January) is still the plan!
Alright, the time is almost here! I'm really excited for the Full Release Demo. I've already got the new store page ready to be set up for the game. I'm applying some finishing touches to the demo before I release it! I'm currently making sure all the interactions are working fully, I'm getting music working, and applying small changes as I test the game out.
The demo will release sometime next week, I haven't determined the actual date yet. I have to put together a Demo Release Trailer, but when that happens will be around the time it's released. Stay tuned!
Weekly Update: 11/7/2018 - Room Overhauls and Weekly Update Announcement
Hey guys, this Weekly Update is going to cover some room changes. First I wanted to cover an announcement I have regarding Weekly Updates. I've been slacking on getting these out on time, mostly because I've gone back to school and I still have work on top of that. My time has been devoted primarily to both those things while programming has been something I do in my spare time. Progress is still being made, but just at a little slower pace. Weekly Updates did take up quite a bit more time than I expected, and as a result I think I'm going to shelf them for now. In replacement I'm going to go back to occasional updates that I was doing before I announced the Weekly Updates. Hopefully you guys understand! Okay, now on to the actual content. I'm covering 3 major room changes: the shop, gambling room, and stat check room.
The shop has changed the least of the three, but there are still some tweaks. I liked how the shop is handled in the legacy version, where 2 Weapons, Armor, and Offhands are spawned for each character. That way you'll only get items that could help you in the game. The current shop is like that but 8 more items spawn, 7 Consumable Potions and 1 Backpack Fittings.
This is the shop in the legacy version. Nothing wrong with it, I'm actually pretty happy with its current position.
And this is the new shop. Same amount of items, but with 8 more on top of that.
The only other different thing about the shop is the destroying multiplier. You could normally destroy items at any time for their gold value. But now you only get 50% of the gold when destroying, but you get 100% if you're in a shop.
Next is the Gambling Room. The legacy version is very boring, you just click a play button and you get a chance to win something. Since the worst thing that could happen is not winning anything, I found myself spamming the play button until I ran out of gold. It was boring and doesn't involve any thought. So now I made it more interactive, and you can only play it once. When you play you pick from 3 choices. 2 choices are rewards and 1 is harmful.
This is the gambling room in the legacy version.
And this is the new gambling room, prior to selecting the option to play.
This is when you choose to play the game.
Finally we have the Stat Check Room. This one got an overhaul that I've wanted to implement for a long time. The old room is relatively boring, where you use the context of the description to determine which stat is being checked, and from there you just pick the character with the highest stat in the hope that it's greater than the hidden stat. The room is now more nuanced, where instead of having a stat that you're trying to beat, there's a stat you want to be as close as possible to. The room description is much more important. Sometimes the hidden stat is a low value, so you'll want to pick the character with a low value! The closer you are to the actual stat, the greater the reward.
This is the stat check room in the legacy version
And this is the new version.
And that covers it! Again, thank you all for being so patient with me throughout this journey to full release! A playable demo is going to be available very soon, I just need to flesh out a few more rooms! That's it for this final Weekly Update, occasional updates are definitely going to still come out, so stay tuned for the next one!
Weekly Update: 10/25/2018 - Playable Demo Soon!
Hey guys! Just wanted to apologize (again) for the late update. There's been some personal problems I've been dealing with on top of going back to school and work, so the updates have come a bit later. But I did want to announce something exciting, a playable demo coming out soon!
The demo will showcase the new overhaul of the game, but is going to be stripped down compared to the current game. There won't be any combat as a result of me not yet at the part where I'm coding spells. The framework of combat is implemented, it's just the rest of it. Right now I'm tackling rooms, and once I get a decent amount of rooms programmed I'll release the demo. You'll be able to go through the whole character creation process and will be able to start, save, load, and progress through the game. There just won't be combat nor an ending, but other than that almost everything else will be in there!
This is just a short update to announce an exciting event. Right now the demo release date is unknown, but I'm really hoping to get it out within a month. I lost motivation a little while ago and I'm getting back into programming again so right now it's full steam ahead!