Oh MAN has it been a while. Working on a degree, working, and spending time with friends and family are all already a lot to juggle. Sometimes you got to take a break with the things you juggle. Unfortunately that meant this dearly beloved of mine 😔.
I also watched a friend play it and saw how... things could have been done better to say the least.
For now the game changes are as follows: 1. Vastly decreased the number of enemies on The Road
Just one thing. I do still hope to make some other edits (like the sewers and less monotony with the dungeon levels), but a lot has received higher priority (like mental health for instance). I'll be taking another crack at it this Summer. If not then, then after I get that degree I am shooting for.
Thank you to all who have played this dream of mine. I hope it has at least in some way provided some kind of message to you, whatever it may be. Fighting for what you love despite the opposition and the validity of it? Or taking the time to enjoy all the people in the world? Or maybe how can it be so hard to make a plain hamburger?
Thank you
P.S. I decreased the price of the game to $1.99 (as I should have done a long time ago) While it is an old "first-time game" with many flaws (my design decisions included), I still love it and would love for it to be enjoyed in some form or fashion by many people.
1.10 Quest Board + Boss Scaling
Updates
Most bosses, after defeating them the first time, will scale to the player's stats
Added an NPC at the entrance to The Road that gives a hint that it will open up later
Extended the dialogue presented to the player when they enter Meals Unlimited too early. There is a better indication on "when" they should come back.
Added some additional teleporters around town to help the Player get around areas faster
Made Tutto give an explanation of the "Quest" Board (and added some words beside it)
Increased the amount of balls of trash that spawn in Lance's Domain
Fixes
Lance's Domain can be entered again
Player's cannot leave Lance's Domain if they leave any balls of trash on the floor
Fixed the issue with the Swamp Monster and ??? that caused a single attack to be registered several times
Fixed an issue with the BigRoomsMonster checking for the camera too early
Other
Added "AreaData" for each overworld area. It tracks the number of chests, quests, dungeon levels available and completed.
Each overworld area now has its own name in scene
Raised the attack of enemies in dungeon floors on a few certain "Last Dungeon Levels"
1.9.2 Patch Chug
1.9.2 Patch Chug
Multiple popup windows can no longer appear at the same time
Decreased amount of time a "cant open overworld chest due to full inventory" is on screen
When the game is closed not through the main menu, the game will save the player's sound settings there as well
If the player does not have enough inventory space for a chest or quests rewards, a message will now appear telling them how many items they need to have room for
Item options in the inventory appears again for health related items
Decreased Dola and EXP drops from rats by a fifth
Bosses defeated stat now increments properly
Rats defeated stat now says "Rats Smacked"
Made Lance's Domain easier to discover
Enemies in The Tower deal increased damage
Escape powder can no longer let you "escape back into dungeons"
Can no longer use escape powder while in the reward area of "The Big Rooms"
Decreased the amount of items enemies can drop
Added a cool new rat in the "Cool Section"
Game Stats + More
Game Stats
Times Restarted
Playtime
Enemies Defeated
Bosses Defeated
"Human" NPCs Talked to
Bad Food Items Eaten
Items Sold
Items Purchased
Total Money Earned
Rats Defeated
Other
Changed some area names and conversations related to them
Also toned down some of the "jokes" about jobs and homes​​
There is now a guard in The Dump that gives a slight explanation about the things they shoot
Rare Vendors are actually rare now
The Jerk of TL Lane now saves their conversation progress
Upped some attack stats of some enemies
1.9 + 1.8 Inventory, UI, AI, and Rare Vendors
1.9 AI and Rare Vendors
Enemy AI
Enemies display different behaviors in regards to how they engage the player
Lowly guards will still try to get right up in the player's face
Combat proficient enemies will strafe around the player in a circle
Sharpshooters and "meaty" enemies will hang back and shoot from afar
There will be more to come
Rare Vendors
Instead of just vending machines, dungeons may now spawn "rare vendors" that may sell you higher tier items.
Some vendors will have discounts
Some vendors may not be selling anything at all
Dungeon Generation Improvements
Higher and higher dungeon restart counts will cause the dungeon layout to become simpler, eventually becoming a "one giant oblong room" dungeon level
If some kind of rare big bug happens, the whole generation process will restart
If this happens 3 times, the player will be kicked out of the dungeon
Other
The vending machine at the developer apartments now includes escape powder
Rat Party dungeon now has vendors
Nerfed the super cows to have a longer attack cooldown
Gave the base proof items a buying price as they can be bought from the "Chris" Rare Vendor
Bug Fixes
Found a rat hidden by another rat in the Rat Party area. Moved him and gave him dialogue.
Peace Rats no longer drop money and exp upon their defeat (the ones that move and don't attack in the overworld)
Decreased chances of getting a return powder from a rat in the Rat Party Dungeon
A null item in the drops list does not spawn an item (it could have)
Fixed targeting issue for the peace rats
Added Mayo Bottle to the item databases (no idea how that didn't get in there)
Fixed an issue with sorting items when the inventory is empty that caused the game to freeze
Fixed UI lighting issues with Quick Slot 4 along The Road
Fixed an issue where the mini big rooms bosses could get knocked "out of bounds"
1.8.+ Inventory, UI, and Game Intro
1.8.1
Full Controller Support has been achieved
When inputting names at the beginning there is now an in-game keyboard to navigate
Some keys can no longer be inputted (Ones that are rarely used)
Tutorials now show button symbols instead of text for the different actions the player can make
Symbols switch to match the players controller (Keyboard or GamePad)
Lightened up the Main Menu as well (before beating the game)
Player now makes a stepping sound when walking around
Officially added the 4th quickslot slot
Added 2 new explanations for the attack and defense icons when hovered over in the inventory
Updated the inventory related pop ups to be slightly more consistent with the theme
Fixed an issue where sorting wasn't sorting
Added Escape Powder item that lets you escape dungeons without incurring the money loss penalty
It can also work outside the dungeon, but not in some select locations
Added a 'Fake Charm' junk item that is supposedly modeled off of 'what a dragon made charm should look like.'
New items are sold by the 'gypsies' that also sell the 'return powder.'
Whenever the player restarts a dungeon, they will be given a free repair powder
Whenever they restart a consecutive time, they will receive a free escape powder in addition to the repair powder
Skip button in the introduction and the finales is now activated with the Escape/Start buttons instead of Space
Added the YShowHBCancelled to YShowHBSaved animation in the Demo finale
1.8
Turned one of the dungeon levels in 'The Tower' into a 'One Room' level
Moved E. Warlock to an interactable spot in the prologue
Migrated the control system to Unity's 'New Input System'
Tab key can be used to exit most pop up
Conversation pop ups can no longer have their text sped up (but it can still be instantly filled out)
Sped up text typing speed (to account for the above)
Left justified the text in conversations as center justified is unreasonable
Decreased the size of the Rat Party dungeon level
Adjusted some conversations to be less pessimistic
Gave the the Mega Reels guard by the entrance to the town from Mega Reels additional dialogue.
The player's 'mugshot' poster now appears outside the dump after it has been cleared.
Added reject characters from the 'Your Application Has Been Cancelled' minigame in the final secret area (by Jim Jim)
One of them gives a hint about where to find ONE of the trials
Fixed a tile in the final secret area
Fixed a conversation about revisiting the final secret boss
Made the backgrounds of the main menus, pause menus, and endings less distracting
Quick items will now refill with any duplicate items upon use
Redid how the inventory sorts items
The introduction sequence has been redone
No more scrolling text
Uses visual aides
Progress update + a public Discord!
Steamworks has been having trouble uploading my latest builds for my game for about a month or two now. There is currently a whole 1.8 update completely unavailable to the players on Steam!
Once Steamwork gets fixed, players will be able to enjoy...
Full Controller Support
Less distracting menus
Tutorial shows buttons used for controller
Easier to read text conversations and game introduction
Quick Items auto-refill upon use
A 4th Quick Item slot
Sorting by category to get to items faster
Escape powder to avoid early escape consequences
Lastly, I have created a 'public' discord server for this game. Feel free to ask questions, leave feedback, or post fun fill-in-the-blank moments that you find! https://discord.gg/AFtTnCtKBA
RAT PARTY!
Cool Rat Related Changes:
Skreeee! (The Rat Party Update is now live!)
Skre Skre (Rats have infested every dungeon throughout Showzania! (at least one level) )
Skre Skre! (A special Party area has been added in the sewer area underneath Meals Unlimited!)
SKREEE! (Hop on the dance floor with some groovy rats!)
Skree SKREE! (Attempt to solve puzzles while rats get in your way!)
SKREEE Skree! (Wade your way through a bouncing rat dungeon level!)
Skreeeeeeeeee! (Become a 'Big Rat' by challenging the Buff Rats boss! (PUMP IT UP!) )
Skree! (Added two new achievements for the party!)
Skreee (Players must complete "The Dump" to attend the party!)
Non Rat Related Changes:
World:
'E Warlock' now appears in each chapter of the main story (excluding the tutorial).
Adjusted some of 'E Warlock's existing dialogue to account for his new cannon.
Added a quest to the tutorial to help signal their importance. Current player's can revisit Mega Reels to complete it.
Added a farting and WAANH warp pads in Lance's Domain.
Gave the sage a better hint to what to do at the End of the Road.
Gave the sage another conversation after the secret finale.
Dungeons:
Enemy stats will decrease by 10% per restart in a dungeon. Randomly generated levels only.
Added Boss Level Confirmation Pop Ups (plus a special one for that one guy).
Bug Fixes:
Fixed spawn points when exiting the Warp Zone.
Map UI will be forced off when UI setting is off.
Pickup Messages will be off when UI is off.
Boss UI will be affected by the UI is On setting.
Warp Pad at the base of the Tower Spiral is no longer in the wall and is accessible through intended means.
One of the guards outside the Broadcast Center can now be talked to again. Another can now be talked to as well.
Inserted a missing word in Bawer's conversation.
Fixed Quest and Shop people that weren't animating properly.
Adjusted some character conversations outside the dump.
Most SceneChanging popups can now be exited with the escape button (cancel).
The pause menus can now be exited early.
Demo only:
Jim Jim's secret stash will be locked.
Players going from the demo to the main game with their same save will get all achievements they had earned.
Note from the devs...
As students our lives are very busy. Thank you for waiting for this amazing long awaited update.
Posters and !s
There will be more updates in the future, but I will be taking a break on it for a while.
Feature Updates
Gave the posters for other shows outside Mega Reels new conversations to recognize your show has been cancelled.
Exclamation mark will now stay red if an npc can't give you a quest reward if your inventory is full.
Exclamation mark will turn blue if an npc has nothing new to say but is also a shop.
Player will now grunt when swinging his weapon while it is broken.
Game version number now appears on the main menu in the bottom left corner.
Fixes
Fixed the grammar in the pre-game complete conversation with the "Historian" in Mega Reels.
Gave the correct conversations to a couple posters.
Fixed weapon bar icon not flashing when weapon health is low.
Back Into The Swing Of Things: Finale
There will be more updates in the future, but I will be taking a break on it for a while.
Big Things
The ! above the player can now turn yellow if the entity needs an item and it is somewhere in your inventory (including if it is equipped as a quick item). A message in the tutorial has been added as well.
Warp Zone now uses different tiles per maze to match the area that was defeated to unlock them.
Warp Mister has been added to each reward platform.
There is now at least 1 npc on each platform to talk to (no quests have been added). There may be a few special appearances on the platforms.
Minor Notes/Fixes
Decreased talking range of NPCs.
Fixed the potential of the main door to Warp Zone in TL Lane to appear behind the building it is on.
Fixed controller look ahead sensitivity.
Back Into The Swing Of Things: Part 4
Big Notes
Left Joystick can now make player face backwards.
Right Joystick on controllers can now be used for "looking around."
The other controls on a controller should match now with what is on the controller config for steam (excluding the dPad).
Minor Notes
Extended the first conversation with Tutto to better tie in why the "club" exists in the first place.
Touched up the second conversation with Tutto as well (if the player goes back after seeing his show get cancelled).
Touched up Tutto's last conversation for added "character development."
Added an NPC in BM Entryway to ask the player on why he bothers helping people.
Bug Fixes
Removed a fast travel door that wasn't supposed to exist in BR Bringer.