Xark cover
Xark screenshot
Genre: Role-playing (RPG), Strategy, Indie

Xark

Release 0.1.14

It's a big one! Saves will be reset.

1) Added a new tutorial area that is outside the dungeon. Further work will be done on this
2) Major performance upgrades
3) Increased Unity version to 5.6.1
4) Levels will not load until all controllers are enabled to fix issues w/ item loading when controllers are disabled. More work to be done in the future.
5) Added a spirit that follows you around. This replaces the static invisible light that existed before. It'll bob, weave, and will act as a story teller in the future.
6) Decreased Goblin health across the board
7) Increased first bosses attack speed
8) Increased wand damage
9) Fixed up fireball visuals
10) Tweaked fog visuals
11) Stability fixes
12) Tweaked loading screen to reflect new controller requirements
13) At long last, truly fixed AI getting stuck.

Known issues:
1) The map is dorked up a bit
2) Using a potion can save in such a way that the next level, your used potion will magically reappear in your hand!

Big changes coming next:
1) Treasure chests
2) Hub World
3) Things to use coins on

Release 0.1.13

1) Added fog
2) Make standard humans more "ghostly". More enemies will probably move in this direction with time
3) Fixed dangerous bug with misconfigured items that was causing corrupted saves
4) Improved aliasing for textures


Sorry if progress is slow! Behind the scenes, I'm working on how to add story points and have it feel "right" in VR.

Xark Release 1.12

Sorry for the delay! Had some important life events that took priority, so work slowed on Xark.

Changes:
1) Map generation bug squashing. No more mishaps with one way walls!
2) You can now interact with world objects while holding items. This means picking up consumables such as health or gold, and using exit ladders should all be possible while holding an item now.
3) Added the first boss
4) Added a wand (WIP). It's fairly simple for now, but provides a good base for future things
5) You now have to hold interact to swing your sword, and cannot block attacks while doing so. This is a balance change to help with it being to easy to accidentally block an attack while swinging wildly.


Upcoming things:
1) Traps
2) Chests
3) In dungeon shops
4) Post-dungeon shops

That list of 4 things will probably make up the last of the work on the "Alpha". After that, I'll begin work on turning this into an early access release, with an initial price point of ~5-10 US dollars. That will probably require a pause in public new features for another month, as the tutorial and hub world are recreated, and a story is added in, along with another 10 levels of content. This means that in the first early access release, you should expect around double the current amount of content.

Release 0.1.11

1) Fixed up the shield+weapon collision stuffs. Weapons should no longer work from inside a shield

2) Removing dual wielding. Maybe this will return in some form later, but it's too strong for now. Trying to hold two weapons will cause one to be disabled.

3) Shields no longer cast shadows.

4) Fixed up the initial weapon being 10% too small.

5) You should be able to redo the training properly now.

6) Added a texture for the enemy weak spots.

7) Added an end of game message. It's nothing major, just wanted to alert people that they'd done it.

8) More loot drop fixes.

Release 0.1.10

Yey, 10 public releases! This one is all about the bugs.

1) Fixed a regression with the hub world not responding well to trackpads.

2) Fixed the weapon trails to work even after opening/closing menus.

3) Fixed item drops. Consumables should drop properly again, and you should only get a maximum of one item per item type.

4) Some graphical tweaks

Release 0.1.8

1) Added some early particle effects for hitting enemies weak spots

2) Touched up swinging code so that your movement isn't taken into effect

3) Added a swiping trail behind your weapon. This'll let you know when your weapon is actually taking effect.

Release 0.1.8

1) Fixed dynamic shadows

2) Upgrading Unity versions

Release 0.1.7

1) Rebalanced weapon sharpness to be reasonable levels. You should have to really swing to get the sword swing to register.

2) Added item destruction. Cutting in game objects will slice them into pieces, and doing that to container objects will cause them to sometimes drop items.

3) Added a "swing" noise. Not 100% finished with this, but it's a key part of the sharpness balancing. If you can't hear the swinging noise, you won't deal damage.

4) Fixed NPC pathing issues. They can walk through doorways now, and should be less confused by objects.

5) Added boards which occasionally block doors. They can be cut up to get through.

Release 0.1.6

** Warning! This will cause a save reset!**

1) Removed prior defensive stats.

2) Added Dexterity, which slows down enemy attacks

3) Every level now grants you 10 extra HP

4) Added more helper text in hand held menus.

Release 0.1.5

1) Potions! There's six of them. Here's how it works:
Each potion type is given a random color at the start of each game.
Each potion type's name and description is hidden from you until you drink one
Not all potions are good, none are going to kill you instantly.

Some example potions:
A) Gives you full health
B) Sets you to half health (even if you had more)
C) Blinds you
D) Speeds up time, making it harder to block and react.

This system will probably be used for 2-3 other upcoming consumables.

2) Moved to Steam Audio for sound processing. So nice.

3) Increased drop rates of items

4) You can no longer attack through a shield. Doing so will disable your weapon.

5) Added a wide variety of sounds. Some placeholders, some not. Most of the 8 bit-esque sounds are placeholders.

Track upcoming changes / suggest things / report bugs here: https://waffle.io/SpencerMalone/Xark