Major Changes
New generation will definitely have an impact on gameplay, as the developer, I have much more control over how the game generates a labyrinth. Something important to mention is that because I rewrote generation from the ground up, that all the spawn rates for enemies and treasures are varied slightly.
Special rooms/patterns manually created by me will occasionally spawn. This is to give more a definitive shape to a labyrinth, and offer more variety, which is something a couple people have brought up in the past.
Some sections of special patterns will have no land, but ceilings, which means if you're traversing the roof, make sure you're keeping an eye on the land below the ceiling, if you were to fall.
You may even find small sections of land above the Labyrinth, with multiple treasures and a couple of enemies
Enemies will have a much more balanced spawn rate. Easier enemies spawn closer to the center, while tougher ones will spawn out towards the edge.
The Altar tower is slightly different, enemies are the same, but I split the larger stair walls into 2 smaller walls.
Weapon Chambers are slightly different; They can vary in depth now, and they may even have an extra treasure hidden behind a wall.
The Labyrinth will now generate strange drawings around the labyrinth walls. More on that in a later bullet.
I will be adding to the generation as time goes on, of course, so let me know if you have any thoughts on this new generation.
While I'm on a good chain of positive notes, I'm positive there's bugs with this generation as always, so keep an eye out for them.
New Enemy: Shadow Beast
The Shadow Beast is Oneiro's first mini boss.
This mini boss has low health and defense, but has potential to deal tons of damage.
Shadow Beast is the first enemy to introduce the stunned effect, in which you cannot move for a short period of time.
Shadow Beast can physically pull sections of the Labyrinth downwards, and has a couple different attacks. All of which inflict a new Cursed status effect.
A new item is dropped by the Shadow Beast titled Shadow Essence.
This item decreases defense by 40%, but each time you kill an enemy, you gain 2% in your attack stat.
As mentioned previously, you'll be able to find special drawings along the Labyrinth's walls. These can be interacted with, and "activated". Once activating a number of these drawings, you'll be warned about a new creature awakening. This is where a mini boss will come into the labyrinth.
I've finally gotten around to adding a console in game for players to mess around if they desire to do so. I didn't put too much work into making this base form because I had to add more important features such as generation and the mini-boss. There's a lot of fun commands though, and I hope this creates some bizarre moments.
The entire list of commands can be found in this google docs(Opens in New Tab).
Minor Changes
There is a new status effect known as Cursed, which deals damage over time, along with causing you lose sight. Inflicted only by the Shadow Beast.
The Burned status effect will now double your speed while active. This applies to enemies too of course.
Hitting the spike balls back towards Terror will now deal 20% less damage. It's a little insane how much they dealt.
Ceilings are now considered independent objects after collapsing, meaning they will fall if the labyrinth destroys itself.
Ceilings will now have a limit to the amount of damage they deal to enemies after a certain velocity has been reached.
Yellow Slimes are now considered normal enemies, but only able to be found in the outer edges of the Labyrinth.
I've taken the time to rework how kills are accounted. Previously, the game assumed the player killed everything, and I've fixed it up a bit. It should be pretty accurate. A few examples:
If the player knocks down a wall to collapse a ceiling onto an enemy, it's a player kill.
If the player watches an enemy get blown up by a mimic bomb, it's an enemy kill.
If the player attacks a mimic bomb, and the explosion kills an enemy, it's a player kill.
If the enemy is inflicted by a burn from an enemy, regardless of whether or not the player deals any damage, if they are killed by the burn damage, it's an enemy kill.
A few misc. bug fixes with the menu.
Optimization was worked on as well, of course, and the game should run much smoother without any issues. The time it takes for generation should be quicker.
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