It has been just over two months since the GameJam that created Fungal Fiefdom ended.
Full notes
Full Fungal Fiefdom update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes4 additions2 changes0 removals
Maps
Gameplay
changedNew mycelium propagationThe mycelium growth has been entirely overhauled. Previously, it was just a circular decal that slowly scaled up. Now, the mycelium propagates through and around terrain (slightly) more realistically. Most obstacles slow mycelium generation somewhat, rocks being particularly difficult for it to penetrate, and trees and barriers blocking growth entirely.
addedNew terrain capabilitiesAlong with more obstacle generation optimisations and backend improvements, the terrain and navigation mesh systems have been generalised. This allows us to have multiple terrain heights, creating more interesting layouts. Both this and the new mycelium propagation (and some super secret new features) allow us to create interesting maps for more varied tactical challenges. Some of these will be hand crafted, some randomly generated, and some a mix of both.
addedProgressionWhilst we are proud of our game as it was for the jam, one map doesn't provide a huge amount of replayability, even with the randomness of the terrain and card drops. In order to enchourage playing more than just one round there will be a few features to create a path of progression. Including new maps, a chance to unlock more powerful mushrooms, and progressively more challenging enemies to use them on. A set of achievements will also add difficult goals to work towards over multiple games.
addedOther cool stuffNew cards
addedOther cool stuffNew enemies
changedOther cool stuffOverhauled enemy AI
Fungal Fiefdom changes
changedThe mycelium growth has been entirely overhauled. Previously, it was just a circular decal that slowly scaled up. Now, the mycelium propagates through and around terrain (slightly) more realistically. Most obstacles slow mycelium generation somewhat, rocks being particularly difficult for it to penetrate, and trees and barriers blocking growth entirely.
addedAlong with more obstacle generation optimisations and backend improvements, the terrain and navigation mesh systems have been generalised. This allows us to have multiple terrain heights, creating more interesting layouts. Both this and the new mycelium propagation (and some super secret new features) allow us to create interesting maps for more varied tactical challenges. Some of these will be hand crafted, some randomly generated, and some a mix of both.
addedWhilst we are proud of our game as it was for the jam, one map doesn't provide a huge amount of replayability, even with the randomness of the terrain and card drops. In order to enchourage playing more than just one round there will be a few features to create a path of progression. Including new maps, a chance to unlock more powerful mushrooms, and progressively more challenging enemies to use them on. A set of achievements will also add difficult goals to work towards over multiple games.
addedNew cards
addedNew enemies
It has been just over two months since the GameJam that created Fungal Fiefdom ended. And with about a month to go until EA release we thought we'd share a quick update on what the team's been up too, and what to expect.
New mycelium propagation
The mycelium growth has been entirely overhauled. Previously, it was just a circular decal that slowly scaled up. Now, the mycelium propagates through and around terrain (slightly) more realistically. Most obstacles slow mycelium generation somewhat, rocks being particularly difficult for it to penetrate, and trees and barriers blocking growth entirely.
New terrain capabilities
Along with more obstacle generation optimisations and backend improvements, the terrain and navigation mesh systems have been generalised. This allows us to have multiple terrain heights, creating more interesting layouts. Both this and the new mycelium propagation (and some super secret new features) allow us to create interesting maps for more varied tactical challenges. Some of these will be hand crafted, some randomly generated, and some a mix of both.
Progression
Whilst we are proud of our game as it was for the jam, one map doesn't provide a huge amount of replayability, even with the randomness of the terrain and card drops. In order to enchourage playing more than just one round there will be a few features to create a path of progression. Including new maps, a chance to unlock more powerful mushrooms, and progressively more challenging enemies to use them on. A set of achievements will also add difficult goals to work towards over multiple games.
Other cool stuff
There's more minor changes and optimisations than are worth mentioning here. However Some of the notable content additions:
New cards
New enemies
Overhauled enemy AI
More settings and options
Better visibility
More stuff I'm probably forgetting to mention
Thank you for showing an interest in Fungal Fiefdom, and we hope to see you at release! Come and join our discord if you fancy a chat with us. Steam post image