UPDATE v0.04

Temple of Rust · published

Here's the 2nd update to Temple Of Rust!

HELLO TO ALL YOU PLAYERS!


THANK YOU FOR SUPPORTING THIS GAME!

I've focused on optimizing the render pipeline. I've tested a few options on how to sort the moving objects depth to keep the illusion of a 3D world.
Objects off screen now become inactive or invisible to open up more performance for other stuff. And I've started to link a lot of parameters to internal 'global settings' so I can balance the damage and health ratios later.

The caves got a new mission goal and light-bugs (not errors but bugs...) and I've started to set up the story with the new starting location.

List of changes:

  • reworked z-sorting
  • offscreen objects now deactivate or set invisible
  • added different start location
  • added new mission goal in caves
  • done some finetuning on all the AI's health/damage
  • ...and other stuff I forgot

For the next update I want to *still* further develop the later environments and building up some 'endgame' content so I can balance the Items and difficulty for the final stages a bit.

Let me know if you run into any trouble with the game!

-James