The second playable version of the new anime-styled game, with massive changes to lighting, characters, and even gameplay, introducing a companion to fight alongside you, items with HP and MP potions, 2 dungeons of 3 floors each, and more!
Note: The project's Minimum Viable Product was completed on June 16, 2019, however, a build was not made at the time.
Update Notes
New Content
The game now starts at the Camp. At Camp, you can travel to dungeons by talking to the beast.
At both Camp, and in dungeons, you now have a companion that follows you and fights alongside you.
Added combat levels and EXP for the player, ally, and enemies:
Every time you or your ally defeat an enemy, you both receive EXP equal to the defeated enemy's total HP.
Enemies do not gain EXP.
You and your ally will gain +3 MaxHP and +2 MaxMP for each level up.
Every 2 levels, your and your ally's damage range increases by 1 ~ 1.
You can now can use 2 combat skills: Smash and Dart, either by pressing 1 and 2, or using the new skill buttons on-screen.
Smash costs 5 MP, and hits enemies on all 4 adjacent tiles.
Dart costs 5 MP, and launches a projectile in a straight line 6 tiles ahead until it hits an enemy.
You may now save your game at the save point at Camp. The visual effects of the save point and the menu will be updated at a later date.
You now have access to a minimap in the dungeons, showing where you have been so far on the current floor, and where there are nearby enemies.
The game now features 2 dungeons: Shaded Ruins, and Winding Forest Path. Each dungeon has 3 floors, and returns you back to Camp once you finish the last floor.
The game now features 2 dungeons: Shaded Ruins, and Winding Forest Path. Each dungeon has 3 floors, and returns you back to Camp once you finish the last floor.
You can now interact with the store merchant at Camp, and buy HP and MP potions for 45 money each.
Additional Updates
Revamped the lighting of the game, to take on a variant of Cel Shading:
Shadows have been smoothstepped to become sharper.
The lighting model used by the game no longer emulates real life, and instead, uses a sharp cutoff in the dot(normal, lightDirection) dot product.
Characters and select-objects now have a black outline, that attenuates with distance and is hidden behind objects.
The game executable has an icon, and now launches directly, without a message from the Unity engine before starting the game.
The game now starts at a windowed resolution of 1024x768.
The player has been renamed to Mark, and the ally has been renamed to Clay.
The game console's number of lines has been increased from 4 to 5.
The HUD now shows what floor you are on (for example, "Winding Forest Path 1F").
Unused parts of the HUD are now deactivated when returning to Camp, from the dungeons.
Many of the fonts used throughout the game have been updated to better match the anime style.
At the end of the dungeon, a "Dungeon Cleared" screen now shows up, with stats describing how you completed the dungeon.
HP bars now show over all mobs when attacked.
Bugfixes
Fixed an issue in dungeons where the player would immediately re-pick up their dropped money on death.
Fixed an issue where 2 Camps were loaded in-game at the same time, causing lighting and other miscellaneous issues.
Fixed an issue where the player's Dart skill would move in a segmented, discontinuous fashion.
An issue with camera stability and control at Camp (due to physics) has been fixed.
Fixed several issues where the minimap would not update in certain cases.
Made some small optimizations in order to better prevent lag spikes from enemy pathfinding.