UPDATE v0.04
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:
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
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