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Development update - shiny new boulder trap, overworld progress

Hey, I realized I should probably be posting updates for everyone here as well.

I was surprised to see that there's over 800 of you following the game, thanks for that I really appreciate it.

Boulder trap:



High quality: http://i.imgur.com/j2R5O4j.gifv

This is only just now possible because of improvements to the games backend, super excited to see how people react to this in game.

Overworld progress pic:



Overworld is coming along really well, things are feeling nicely connected now.

Imgur is running a bit slow for me today for gifs, so the rest I'm going to link to.

Cute new enemy: http://i.imgur.com/eNPMkDq.gifv

Really happy with how this little guy turned out.

Water tiles/swimming: http://i.imgur.com/VP4uXUw.gifv

Finally an answer for how a flat piece of pixels swims.

I mostly covered everything here, but there's a few more videos/words on the Kickstarter update if you want to check it out:

https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1946406

Take care everyone, let me know if you like getting updates here. Don't want to spam anyone too much.

Development update - shiny new boulder trap, overworld progress

Hey, I realized I should probably be posting updates for everyone here as well.

I was surprised to see that there's over 800 of you following the game, thanks for that I really appreciate it.

Boulder trap:



High quality: http://i.imgur.com/j2R5O4j.gifv

This is only just now possible because of improvements to the games backend, super excited to see how people react to this in game.

Overworld progress pic:



Overworld is coming along really well, things are feeling nicely connected now.

Imgur is running a bit slow for me today for gifs, so the rest I'm going to link to.

Cute new enemy: http://i.imgur.com/eNPMkDq.gifv

Really happy with how this little guy turned out.

Water tiles/swimming: http://i.imgur.com/VP4uXUw.gifv

Finally an answer for how a flat piece of pixels swims.

I mostly covered everything here, but there's a few more videos/words on the Kickstarter update if you want to check it out:

https://www.kickstarter.com/projects/rotondo/forgettabledungeon/posts/1946406

Take care everyone, let me know if you like getting updates here. Don't want to spam anyone too much.

The Forgettable Dungeon Beta - r1047 Bug fixes, shiny magic items

## Patch notes for r1047

Features:
-- default sword/mace can now be charged and then held for a little while before releasing
-- added highlight to objects that you can pickup/interact with when you're close to them
-- magical items like potions and scrolls now are shiny to make them stand out a bit more
-- finished implementing new cutscene object, no longer tied to specific objects

Changes:
-- staff projectile colors are now the same as their staff
-- added error message when steam fails to start properly, preventing the game from running

Bug fixes:
-- fixed case where dungeon generator could create isolated areas that you'd get trapped in
-- fixed glyph trap messages not showing correctly
-- fixed case where charged bow attack wouldn't use energy
-- fixed players floating above half walls, instead of actually colliding with them
-- fixed particle emitters not transferring over network/splitscreen correctly. fire effects / warp tile effects
-- fixed transition wall details not displaying correctly during level transition
-- fixed case where taking staffs down stairs would make them not shootable for a period
-- fixed being unable to jump/jetpack sometimes after level change
-- fixed case where you could pick up the same item and remove it from world
-- fixed confusion not confusing enough
-- fixed being unable to pick up hardHead ice world enemies
-- fixed some cases of crashing while exiting/resetting on boss fights
-- fixed skelton john boss shooting right at start of cut scene
-- fixed being unable to throw dead players & idols down ladder
-- fixed shopkeeper not shooting shotgun
-- fixed falling through ice dungeon ice tiles
-- fixed boss cut scenes not sending over network
-- fixed edge case where black dungeon tile would be in a corner, in front of normal dungeon tiles

The Forgettable Dungeon Beta - r1047 Bug fixes, shiny magic items

## Patch notes for r1047

Features:
-- default sword/mace can now be charged and then held for a little while before releasing
-- added highlight to objects that you can pickup/interact with when you're close to them
-- magical items like potions and scrolls now are shiny to make them stand out a bit more
-- finished implementing new cutscene object, no longer tied to specific objects

Changes:
-- staff projectile colors are now the same as their staff
-- added error message when steam fails to start properly, preventing the game from running

Bug fixes:
-- fixed case where dungeon generator could create isolated areas that you'd get trapped in
-- fixed glyph trap messages not showing correctly
-- fixed case where charged bow attack wouldn't use energy
-- fixed players floating above half walls, instead of actually colliding with them
-- fixed particle emitters not transferring over network/splitscreen correctly. fire effects / warp tile effects
-- fixed transition wall details not displaying correctly during level transition
-- fixed case where taking staffs down stairs would make them not shootable for a period
-- fixed being unable to jump/jetpack sometimes after level change
-- fixed case where you could pick up the same item and remove it from world
-- fixed confusion not confusing enough
-- fixed being unable to pick up hardHead ice world enemies
-- fixed some cases of crashing while exiting/resetting on boss fights
-- fixed skelton john boss shooting right at start of cut scene
-- fixed being unable to throw dead players & idols down ladder
-- fixed shopkeeper not shooting shotgun
-- fixed falling through ice dungeon ice tiles
-- fixed boss cut scenes not sending over network
-- fixed edge case where black dungeon tile would be in a corner, in front of normal dungeon tiles

The Forgettable Dungeon Beta - r1035 - Network/collision overhaul, Gameplay tweaks, New/tweaked inventory

## Patch notes for r1035

Note: Linux build is not up to date due to not having Linux PC currently.

Features:
-- Implemented new button prompts for interacting & picking up items, now more consistent in informing you of your action ( PC bitmaps are temporary )
-- Implemented new networking and collision for dungeon tile system in preparation for Overworld, faster and less collision issues hopefully
-- added movement item slot for things like feathers, dash boots etc, accessible via B on 360 and SPACE on PC ( Currently no picture in GUI )
-- added ability to put potions and scrolls in and out of pocket by pressing the LB button for 360 controller, or LEFT SHIFT on PC ( Currently no GUI feedback )
-- Implemented new magic ammo/stamina system for all equipable items
-- There's now an outline/shadow of your character when you're behind walls, to aid with visibility
-- added one new potion and staff type
-- New memory leak... wait this isn't a good feature! Going to be fun to track this one down :(
-- New play area in inn, will contain various items for users to mess with

Changes:
-- staff items are now a new beat em up style item class, while carrying you can't use other weapons/items
-- boomerang is now an item again, has new charge ability
-- One button is now used for picking up, throwing and dropping. Depending on aiming.
-- exploding frog now plays death animation, then starts pulsing to better convey intention
-- staffs now affect all objects in world ( This totally won't break everything... )
-- You will now attack more consistently in the desired direction
-- You now start with no items
-- Monsters will now stay in whichever room they spawned in more often, unless special case

Bug fixes:
-- fixed case where opening options menu while paused in single player would unpause game
-- hopefully fixed crashing related to overloading of network packet
-- fixed crashing related to skelton john boss fight, involving skull pots
-- fixed case where you'd be unable to move for a time after camera transition
-- fixed case where you could jetpack over doors without activating the room
-- fixed case where spear traps could be moved by explosions
-- fixed case where exploding enemy would break if corpse was used as a melee weapon