What changed
0 fixes3 additions2 changes0 removals
changedDuring testing the game I realized that a key ARPG component was almost completely missing from the game - itemization. Items and curse stones were generated as loot but their stats were not randomized beyond few number rolls, such as damage or armor amount. This lead to the situation where when a loot item dropped, you could immediately tell if it was relevant for your build or not, without even seeing the affixes or stats of the item.
changedSo after realizing this, I reworked the loot drop & item randomization mechanics, and it's a lot better now - each item & curse stone has a broad set of affixes that it rolls it's stats from, depending on the item type and initial "item quality" roll.
addedI also added improved lighting of the levels as well as adding random loot chests, but these aren't quite right yet so I'll have to keep developing them.
addedNew boss enemy
addedNew lighting
Cursewarden changes
changedDuring testing the game I realized that a key ARPG component was almost completely missing from the game - itemization. Items and curse stones were generated as loot but their stats were not randomized beyond few number rolls, such as damage or armor amount. This lead to the situation where when a loot item dropped, you could immediately tell if it was relevant for your build or not, without even seeing the affixes or stats of the item.
changedSo after realizing this, I reworked the loot drop & item randomization mechanics, and it's a lot better now - each item & curse stone has a broad set of affixes that it rolls it's stats from, depending on the item type and initial "item quality" roll.
addedI also added improved lighting of the levels as well as adding random loot chests, but these aren't quite right yet so I'll have to keep developing them.
addedNew boss enemy
addedNew lighting
During testing the game I realized that a key ARPG component was almost completely missing from the game - itemization. Items and curse stones were generated as loot but their stats were not randomized beyond few number rolls, such as damage or armor amount. This lead to the situation where when a loot item dropped, you could immediately tell if it was relevant for your build or not, without even seeing the affixes or stats of the item.
So after realizing this, I reworked the loot drop & item randomization mechanics, and it's a lot better now - each item & curse stone has a broad set of affixes that it rolls it's stats from, depending on the item type and initial "item quality" roll.
I also added improved lighting of the levels as well as adding random loot chests, but these aren't quite right yet so I'll have to keep developing them.
For the playtest, it seems like whenever I finish a core feature, I realized that another one is missing. This just means that the scope needed to test an ARPG game is huge, as there are so many already established features that this genre of game needs.
New boss enemy
New lighting
Items & affixes