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UPDATE 04 - August-25-2018 =========================================================================================================

- Added large pits to the lower dungeons which you can jump down, or knock enemies into

- Trimming stray doors and doors enclosing 1 tile hallways

- Added centipedes w/ poison attack as rare enemy in MDI (placeholder graphics)

- Crystal chests now working in library on MDIII:1

- Added fire pots into the lower depths

- MDIV New NPC: Crystal Golem - reflects projectiles

-MDIV New NPC: Hell Hound - fast moving packs that blink when hit leaving behind clouds of fire

- TheCore New NPC: Fire Lizard - shoots a bolt of flaming clouds at you (uses a new system that allows character actions to animate over multiple frames)

- TheIceCaves New NPC: Penguin - throws snow balls and belly slides away from you when you get close

- AI Tweak: Kiting enemies that are awaiting cooldowns don't bounce back and forth into and out of their kite range

- AI Tweak: Enemies will wait for the player to complete his move before attacking (fixes that wierd visual thing stepping into tiles adjacent to berserking ogres who insta knock you back)

- BUG/CRASH: Merchants now correctly stock all itmes not just projectiles and food

- BUG/CRASH: Fixed selling projectiles to merchant

- BUG/CRASH: Merchant now saves and loads his inventory correctly

- BUG/CRASH: MDIV now correctly displays as Main Dungeon 13 - 16

- BUG/C RASH: removed the undefined damage on spiders, boa constrictors and someone else I can't recall

- BUG/CRASH: invisible magic eye graphic

- NOTE: Pretty much all graphics are placeholder right now, especially the new enemies and abilities. I tend to like to design/code for awhile w/ placeholder graphics and then work through them all at once.

- Removed instant respawn as default option. As we're slowly crawling our way out of the land of perpetual crashes (I know theres still a bunch, but were getting there), I'd like to start getting some rough semblance of game balance worked out and I know for myself that the presence of instant respawn causes me to play the game completely differently.

- You can still access auto respawn if you need to test something by right clicking on the game screen itself (not outside it) and choosing inspect. Then in the console window type gs.debugProperties.allowRespawn = true;

- As a side note for testing:

gs.debugCreateNPC("NPCTypeName"); will spawn an any npc in the game to the right of you

gs.debugAddItem("ItemTypeName") will add any item to your inventory

gs.pc.learnTalent("TalentName") will learn a talent