
Hello welcome to this weeks update on my game progress! Vs 0.3.0 Demo is what i am calling my next publicly available build. I expect I could have a demo up as early as end of next week but may take longer based on unforeseen issues so don't hold your breath! Regardless progress has been being made at a rapid rate over the last few weeks. The demo will consist of one full world and will then let you go to endless mode up to floor 150. While demo progress will not carry over to the full game (at least not on this version) you will still definitely want to give it a try as completing the Demo will give an exclusive skin and badge that can only be gotten from the demo and will carry over to the full game.
I have been hard at work upgrading my steam page and refining my pixel art skills so if you have been watching you probably have seen some major changes including new character art and all new screenshots on my steam page. I'm very happy how it turned out and I cant wait to show you the stuff that I'm currently working on. In the mean time say hello to the main trio!
OK now to the nitty gritty! These changes are biassed on what i have done in the last moth and this list is by no means extensive. Feel free to read through to your hearts content!
New Stuff
New character art for Groug
New Character art for Goddess
New Character art for Hero
New Dynamic enemy system with key-framing for a smoother difficulty transition
New Dynamic Difficulty system
Difficulty steps between units should now be more distinct
Unit difficulty can be edited on the fly in the new editor
stats are now "weighted" rather than simply being a set amount that i would need to manually adjust to create difficulty this should make creating defenses like "tank" or "Glass cannon" enemies more distinct and easy to build
new story editor
While not seen by players i have an editor that can be accessed from everywhere that i can fix spelling bugs, adjust event triggers, change trigger location, add additional scenes, adjust character placement, and much more without needing to push any new builds. This should greatly speed up bug fixes and spelling corrections
New Event editor
Dynamically creating public events while i technically had an event editor before this one is much more fleshed out and has way more options, before i would still need to generate an output file, Make more precise tweaks to it manually and then log into my save system backend and manually copy in the event data. This made editing it live very difficult and very prone to bugs
with the new event editor i can do all these same corrections with GUI system and rapid deployment in the same "greater editor" as the story editor.
New Zone Editor
simple editor for setting story backdrop zones
main difference is that this is again live update and does not need builds pushed to fix
also zones now default to previous zone as fallback meaning i only need to set the top of the zone
new enemy spawner
Enemy spawn while part of the new "dynamic" enemy system it is a hard override for key points like bosses or special scenarios
again like the other editors it can be adjusted on the fly without needing to push a new build (see the pattern here lol)
Converted to data driven story system
the old story system controlled Zones Enemies Stories Boss fights and lots of other systems all in one and was hard coded
the new system introduces several independent systems that make creating new worlds and story functions much easier
THE CATCH. this more or less broke all stories that i made before i did a hacky conversion for most of the currently written story to populate in the editor but most of the actual event triggers are broken, same with several of the boss fights. because of this you will see EXTENSIVE bug fix list for this build and future ones where i continue to fix and bring back online stories that are already written
New Stuff Still Needed Before Demo
Create new badge system
Remaining bugs for world 1 story
new art for blacksmith "priest"
new Blacksmith art
new church art
new art for Syldove
new backdrop for NoobTown
New celestial realm art
new summoning system
Complete skin system
Bug Fixes note: Since these backend changes were so major it is impossible for me to know what bugs are residual from game version 0.2.6 and which ones have been introduced by the new backend therefore because i can't tell (and i really like listing bug fixes as it makes me feel like i'm making progress even when i can't list "new stuff") all fixes i make at this point will be listed here and are not necessarily indicative of previous game versions.
Fixed missing triggers for world 1 story regarding blacksmith shop and motivate used
Fixed bug where editor would not properly hide trigger parameters for story triggers that did not need them
Fixed bug where story event trigger actions would be queued in the background before proper event was fired causing premature firing of story sections when the story segment is reached
The amount of things i still need to do before demo is not extensive on that list but with the list being this small if i can set enough time away i could hammer though that list quite quickly! Well that's it for today! ill see you guys next week with a new update weather or not there will be a Demo available at that time is yet to be seen