Version 0.6.2.0 is live and includes some more big changes and improvements, but before we get to that, I'd like to quickly discuss the state of the game and where it's headed.
We have begun the first steps towards a final graphical version of the game, which includes a major texture overhaul and loads of 3d and 2d graphic re-design. We really want the game to shine in every aspect, and this definitely includes aesthetics. In another month or so I'll show some new screenshots of where the game is headed, and we'll gradually push out new builds with final graphical polish as we finish stuff up. We have huge improvements coming including the following:
1. A complete re-texturing of every single environment. As you may know, the game's world is created out of a 3d tile set. It was designed this way on purpose, but one thing this leads to is a very "tiled" look. We are working not only on creating brand new textures for each environment (and I must say the new texture work is looking FANTASTIC), but we are also going to create more variation in the tiling so it looks less "tiled."
2. New bushes, new grass, new trees, new rocks, new environments! We are upping the quality level on all 3d assets. It's costing a pretty penny, but it's necessary for my vision to be fulfilled. This is a passion project after all, and I want the end product to shine.
3. Enemy AI - later content such as the Swamp of Green Mist and The Desert of Marzule has a bit more challenging and intricate AI, but as the game is feeling pretty balanced now, we are revisiting old enemy behavior to increase difficulty and adjust placement. It's in the works, but you won't see a lot of this until later in development because it requires changing a lot of the level design, which is being done simultaneously as we update textures and environment props.
4. New Content - I'm constantly programming new content and the next content update should be released sometime in July if all goes well. August at the latest. This will increase the total game content to 90%, leaving only the ultimate craziness for the end.
Here's what's new in Version 0.6.2.0:
- Modified and fine tuned the character controls and camera controls on the World Map. It's been a long process but I believe we've finally got a nice and smooth control scheme for 3D exploration on the world map. It's probably got a few minor tweaks left, but I feel it's now very solid. Please let us know if you find any issues, bugs or have requests for improvements.
- Changed some spawn points on the World Map
- Modified Level Design in Korrath Village
- Modified Level Design in Korrath Woods
- Modified Level Design in Black Fang Pass Overworld
- Modified level design in The Hives
- New music in The Hives and the Hives challenge level
- Fixed a bug where frogman would sometimes evade player and jump through a wall
- Fixed a bug where Frogman would not attack the player after lunging forward if he got too close to the player
- Player can no longer switch abilities while shooting a fireball or rain of fire is active
- Fixed a bug with the Drake Projectile in Mountains of Orin would push the player into the background upon entering the wind zone
- Fixed a rare bug where enemy projectiles sometimes would not properly reset after being fired
For those that have jumped in early we can't thank you enough. Positive or negative feedback: we listen to it all. This is what Early Access is all about and there are lots of great things to come!