Full notes
Full Dungeon Flop update
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What changed
- UI and audio
Dungeon Flop changes
The Demo is being delayed because I still didn't like the UI in the V2 build.
I'm moving to a v3 build.
Its primarily UI focused. The 'shell' of these UI interactions is there, but needs tuning. Its also a matter of migration of code and features. With that comes bugs but also opportunities to tighten and refine.
I decided to go with a windows 95/nt enterprise business software look and away from the fantasy themed containers. While i experimented with mixing the UI's, giving fantasy themed buttons and containers, but it was too distracting. Right now everything is boring but practical.
The UI needed floating windows. It helps organize everything into menu drop downs instead of some static nightmare that is just going to break as soon as someone DARES to PLAY MY GAME in something OTHER THAN 1920x1080! YOU MONSTERS! While not necessary, i think its a good move for interacting with it.
I've come to accept that nobody will play/like my game. This isn't a 'woe is me' post, its just the truth. While technologically impressive, giving users in app modding tools and workflows, fully data driven, custom multiplayer implementation, and many more features makes this less of a game and more of a mini-engine.
Its a thing that I as a designer would appreciate, but you as a consumer might not. Maybe i'm totally wrong, thats a very real possibility! A clever thing i thought of recently is that due to the mod tools being in application, i suspect people who design their own dungeons, classes, mobs, abilities, items and the such may rack up a significant time metric on steam.
I've also decided to try to impalement 3d assets as an option. This is built with 2d in mind, but that does not exclude it from being a 3d game. It would most certainly be less performant (slower builds of procedural dungeons and the such), but its very do-able. I envision as services like Meshy and image to 3d or text to animation set becomes more available, users may want to ditch the 2d aesthetics in favor of something more graphically in vogue. If anything, that would be a post demo feature, if it is indeed viable. The fun thing about game development is you dont know until you know.
ETA: Soon!
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