Posted September 25, 2024 by sp1r1t_d1tch
#new_patch
Hello everyone!
I’ve
been looking at how players have been enjoying the game so far and I
came up with a list of improvements that could help with most of the
common issues I’ve noticed players have been experiencing.
The
most notable issue being the game struggling to convey to the user
how it is supposed to be played and the fact the player only has a
limited amount of lives at their disposal.
I also got to
add a gameplay feature that I’ve been wanting to implement into
the game for a long while now!
I hope you will enjoy the
changes to the game!
A new “Rogue-lite” subsystem called “carryover items” has been added to the game.
The player can now preserve
up to 5 items from their previous play-through into
the next one so long they were stored inside
the inventory storage box,
the first 5 valid transferable items will be selected (this items
will be marked with a blue tag on the top left side.)
The number of transferable
items varies based on the selected combat difficulty, with the
minimum of 2 items on the “King of Shades” difficulty and the
maximum allotted of 5 on the “Normal” difficulty.
The system is currently
restricted to healing items and ammunition and it will also include
weapons in the near future (puzzle items are still under
consideration.)
The global pool of
transferable items gets updated whenever the player completes a
play-through or reaches the game over state, the items can be found
on the inventory storage box from the start of the game.
An interface context bar has been added at the bottom of the screen whenever the player is interacting with any form of UI.
The context bar contains a
list of the four most relevant inputs and their names for the given
context, the input icons automatically update based on the current
input device (keyboard & mouse or controller.)
The context bar is intended
to aid players to navigate the interfaces with added expanded
descriptions for each interaction.|
Full overhaul of the player inventory screen:
Added health, stamina
regen and mana status bars at the bottom of the interface, a
“sand clock” icon that functions as a vertical bar is also
added to represent the state of the “speed boost buff.”
Added usability
validations for certain items (for example, blocking the player
from using a healing item when they are already at full health.)
Added an “equipped”
status icon to the item that is currently equipped by the
player.
The inventory screen doesn’t
“blink” anymore whenever certain operations are performed, this
is both a visual and playability improvement since the input
capturing could sometimes miss a player input in that split second
when the interface would reset.
Added a dark background to
the units display on item slots for improved readability.
Added a secondary highlight color (green) whenever the player is in the middle of an inventory operation that involves a second item slot (swapping, combining or taking items out of the storage box.)
The player item slot that
would contain the item about to be taken out from the storage box
is now highlighted for better readability.
The manual combine operation (activated through the item action menu) now disables all the items that the player cannot combine the selected item with and highlights those that can be combined.
The process of combining
items aims to expand player agency and the discovery of new
possibilities, going through a trial and error process of clicking
every possible item wasn’t part of the intended experience.
Merged all the confirmation
inputs to complement
each other, for example the swap operation (“Left Shift” by
default) used to be only finalized with the same input that started
it, now it is also possible to confirm the operation with mouse or
the dedicated confirm button, the same applies to all other
operations like “drag & drop” with mouse.
You can now confirm item
actions by clicking the inventory slot instead of only being
able to press the respective item action button.
The swap and combine
operations are not meant to interact with the storage box,
therefore its item slots will now disable themselves whenever the
players starts any of these two operations.
The amount of units the
player can transfer in or out of the storage box is now mouse
scroll-able without needing to hover the button during the process.
Updated the item description
fonts.
The life counter is now blue
by default and turns red once the player has 0 extra lives (game
over on death.)
The ‘support item’
classification has been added to the game with the intention of
better reflecting the purpose of certain items.
All the recovery items have
been rebalanced to heal a percentage of the current maximum health
pool and the modifier combination now also heals and permanently
increases the maximum player health pool.
The SM solution’s effect has
now been transferred to the concentrated stamina solution (S2) and
it now heals and increases the maximum stamina pool instead.
The amount of damage melee
weapons apply is now affected by the
player stamina, the further
down the stamina is from its starting point the lower the damage
becomes but the opposite applies as well, amplifying the maximum
amount of stamina grants the player the opportunity of inflicting a
lot more damage than they would otherwise.
A great amount of widgets
now have proper framing and padding to better distinguish
them from one another.
The life counter is now
displayed on the screen whenever the player respawns
post-death (shown in color red) or gains a new life (color
coded blue.)
Optimized the
performance of all the widgets in the game (Tick related.)
Added descriptions for
all the combat and puzzle difficulties when the player is on the new
game difficulty selection screen.
The “Controls”
section in the settings menu has been restored, you can now
customize the game’s input mappings to your heart’s
desire, it works the same way as it did before but with the addition
that the keyboard & mouse inputs are now represented with icons.
Fixed a rare bug that would
cause the game to improperly load a previous save.
Fixed an issue with the “pause
menu” input triggering in the main menu screen.
Fixed a visual bug where the
player animation pose could get stuck on the “blocking” state if
stunned by an enemy right after the melee weapon breaks.
Solved an issue where the game
could crash while on the main menu screen on Linux systems.