What changed
0 fixes3 additions1 change0 removals
addedThe core idea of the game is the same. You run around, survive and try to make it to the end. There were couple further levels in the old version, but they were literally just a slight variation of the first "main level" meaning one had a single monster and other had increasing amount of that same monster but there would've been no other significant mechanical differences or new challenges. So it made more sense for me to keep it a single level and try to combine some of the elements, the chasing enemy and the ability to throw diamonds at it.
changedFun fact: the original idea back in the day was to make diamonds have local lights on them and as you collect them, the room gets darker because as diamond disappears the local lightsource also disappears. It made the game unplayable with hundred realtime lights literally killing the computer and I couldn't figure out how to implement baked lights to a realtime procedural spawning system. But since the orb makes the room dark anyway, I guess that brings this idea back at least partially and unintensionally because I had forgotten about it until now.
addedThe local scoring system is gone. Other original idea was to REALLY make this arcade, so you literally run as long as you can and make as much score as you possibly can. But the more I kept playing this game, the less I cared about the score and the more I simply just wanted to beat this stupld game. So I kept getting more and more "beating the game challenge" approach to this, rather than "scoring" challenge. Also those dumbfake achievements are gone because they were silly. If I figure out how to use steam achievements and I come up with couple fun ones, I'd probably add some... maybe?
addedWhile removing things I also added other things. This game has a proper ending now. And you need to be able to do one simple thing in order to stop the timer and proceed to the end. I think that's going to be the real challenge in all of this.
Diamond hunt changes
addedThe core idea of the game is the same. You run around, survive and try to make it to the end. There were couple further levels in the old version, but they were literally just a slight variation of the first "main level" meaning one had a single monster and other had increasing amount of that same monster but there would've been no other significant mechanical differences or new challenges. So it made more sense for me to keep it a single level and try to combine some of the elements, the chasing enemy and the ability to throw diamonds at it.
changedFun fact: the original idea back in the day was to make diamonds have local lights on them and as you collect them, the room gets darker because as diamond disappears the local lightsource also disappears. It made the game unplayable with hundred realtime lights literally killing the computer and I couldn't figure out how to implement baked lights to a realtime procedural spawning system. But since the orb makes the room dark anyway, I guess that brings this idea back at least partially and unintensionally because I had forgotten about it until now.
addedThe local scoring system is gone. Other original idea was to REALLY make this arcade, so you literally run as long as you can and make as much score as you possibly can. But the more I kept playing this game, the less I cared about the score and the more I simply just wanted to beat this stupld game. So I kept getting more and more "beating the game challenge" approach to this, rather than "scoring" challenge. Also those dumbfake achievements are gone because they were silly. If I figure out how to use steam achievements and I come up with couple fun ones, I'd probably add some... maybe?
addedWhile removing things I also added other things. This game has a proper ending now. And you need to be able to do one simple thing in order to stop the timer and proceed to the end. I think that's going to be the real challenge in all of this.
The game is up and running again. Hopefully you'll be running and collecting those diamonds too. And hopefully this didn't become unplayable for someone who already bought this as unreal doesn't seem to support 32bit systems anymore, not by a quick glance anyway.
The core idea of the game is the same. You run around, survive and try to make it to the end. There were couple further levels in the old version, but they were literally just a slight variation of the first "main level" meaning one had a single monster and other had increasing amount of that same monster but there would've been no other significant mechanical differences or new challenges. So it made more sense for me to keep it a single level and try to combine some of the elements, the chasing enemy and the ability to throw diamonds at it.
Fun fact: the original idea back in the day was to make diamonds have local lights on them and as you collect them, the room gets darker because as diamond disappears the local lightsource also disappears. It made the game unplayable with hundred realtime lights literally killing the computer and I couldn't figure out how to implement baked lights to a realtime procedural spawning system. But since the orb makes the room dark anyway, I guess that brings this idea back at least partially and unintensionally because I had forgotten about it until now.
The local scoring system is gone. Other original idea was to REALLY make this arcade, so you literally run as long as you can and make as much score as you possibly can. But the more I kept playing this game, the less I cared about the score and the more I simply just wanted to beat this stupld game. So I kept getting more and more "beating the game challenge" approach to this, rather than "scoring" challenge. Also those dumbfake achievements are gone because they were silly. If I figure out how to use steam achievements and I come up with couple fun ones, I'd probably add some... maybe?
While removing things I also added other things. This game has a proper ending now. And you need to be able to do one simple thing in order to stop the timer and proceed to the end. I think that's going to be the real challenge in all of this.
Visually it obviously looks very different. I took upon my artistic freedom to come up with better looks and I hope, since it's unreal graphics that it doesn't make this game too much heavier.
I think these are the noticable main differences. Hope I didn't miss any.