New junk all over the place!
This weekend, I went ahead and submitted the latest build (with half an hour to spare before the deadline) to the Independent Games Festival - why? Because I am nuts and I like to stress myself out and bite off more than I can chew.
BUT - as a result, I have a new build of the game to share with you fabulous folks (and just when you thought the game was giving you a right thrashing). Now in a more balanced/tweaked difficulty flavor. Here are the release notes, also updated on the game page proper:
Second playable build, alpha 0.4.2.3 is out! - 10/21/2013
IMPORTANT: SAVE FILES FROM THE PREVIOUS BUILD WILL NOT WORK WITH THIS ONE - Sorry :/ This will probably be the case until beta, or whenever I put a much more stable save system into the game.
Changes:
Added a few new items - Argeshii Fetish, Gosen Fetish, Meat
Fade transitions, zoom in/out transitions on worldmap
Overworld procedural encounters (hunting type, battle type)
Story engine is now in place, with first story sequence
Balanced the enemy spawners, some enemy HP and damage
Weapons and Armor now lose BP upon death instead of outright breaking
Broken gear remains in inventory (to be used in repair/salavage in a later update)
Increased initial knives/axes carrying cap
Font and UI polishing
New Enemy: Jailer
New location tilesets (only used in overworld encounters right now)
Extended some areas
New music track
New death system/checkpoint system - game no longer goes to “game over” screen on death, but respawns player at the last (invisible at the moment) checkpoint they crossed.
Squished lots of bugs (and probably created many new ones as a result)
And probably a lot more stuff I forgot to mention. Anyhow - here’s the game’s first “official” trailer… because, why not?
http://www.youtube.com/watch?v=Pit_EbwtLHk&feature=youtu.be
Thanks for reading and taking another crack at the game!
xoxo, Matt
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