Christmas Sales and Big News Update!
Hey everybody, I hope you're keeping warm. The project is still going ... however, as is usually the case I haven't been the best with news updates.
There's been a tight schedule lately, I have about an hour a day during the average workweek. Over the past few months, there have been major and important changes made to STLD to tighten up the system and trim out a lot of the fat. Most of it has to do with interface refining and clunky UI. But rather than a paragraph of details let's just list it out with some bullet points.
[h2]The following changes will be made with the release of STLD REDUX: Night Mist ...[/h2]
( First Quarter 2020, hopefully )
---------------
[h3]End of the line.[/h3]
A final weapon will be dropped upon defeating the Inquisitor, the player can use this to inflict massive damage.
Later Change : Eventually, the tutorial will be updated and simplified.
I'm aware I keep making alterations to the game, I want to take a moment and thank every single one of you wonderful ( and incredibly patient ) people who leave kind reviews for it.
Every moment I spend taking the project to completion these days is because of you. I'm wishing you all the very best, and the happiest of Holidays!
Thanks again and Cheers!
-Pyro
P.S. You're probably hoping for a deadline on this stuff... Promising a deadline is always a bad idea but I can give a rough estimation and I will mention that once the holidays are out of the way I'll have more time to spend on it. With some luck and consistency on my part, I hope to have the final version ready by March 2020.
There's been a tight schedule lately, I have about an hour a day during the average workweek. Over the past few months, there have been major and important changes made to STLD to tighten up the system and trim out a lot of the fat. Most of it has to do with interface refining and clunky UI. But rather than a paragraph of details let's just list it out with some bullet points.
[h2]The following changes will be made with the release of STLD REDUX: Night Mist ...[/h2]
( First Quarter 2020, hopefully )
- The game's resolution will be increased to showcase more details and visibility and make way for a less distracting User Interface.
- Investigate text will appear below the Player, and only while the UP key is held.
- The base widescreen resolution will be 800 x 450 and will adapt to your monitor.
- Changes will be made to the controls to make them less funky:
- To use an Item you will need to hold "UP" and press "Attack"
- The old Item use button will become the "Item Cycle" button.
- Double tapping the "Item Cycle" button will jump to the most useful item for the situation. ( Flash Item )
- Menu Interfaces will be reduced and altered with the resolution change.
- The Player will only trip when Stamina is empty and Health is Low
- The Players speed has been reduced to accompany the size correction.
- Scores will be retweaked to accompany the boss addition and trophy Icons will finally be added.
- The weapon discovery sound has been changed to something less loud and repetitive.
[h3]The Inquisitor needs the following: [/h3] - Animations ( done )
- Base Programming ( done )
- Two spell sprites animated ( )
- about a weeks worth of bug testing ( )
It's no exageration to say the majority of my time these day goes into the bosses AI system and adding/debugging his navigation and attacks, it's going fine, but it isn't perfect yet.
---------------
[h3]End of the line.[/h3]
A final weapon will be dropped upon defeating the Inquisitor, the player can use this to inflict massive damage.
Later Change : Eventually, the tutorial will be updated and simplified.
I'm aware I keep making alterations to the game, I want to take a moment and thank every single one of you wonderful ( and incredibly patient ) people who leave kind reviews for it.
Every moment I spend taking the project to completion these days is because of you. I'm wishing you all the very best, and the happiest of Holidays!
Thanks again and Cheers!
-Pyro
P.S. You're probably hoping for a deadline on this stuff... Promising a deadline is always a bad idea but I can give a rough estimation and I will mention that once the holidays are out of the way I'll have more time to spend on it. With some luck and consistency on my part, I hope to have the final version ready by March 2020.