Hello everyone! This time instead of launching new content or features I'm upgrading the graphics of the game a little.
Full notes
Full I Am Overburdened update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix4 additions3 changes0 removals
Gameplay
UI and audio
Performance
addedHello everyone! This time instead of launching new content or features I'm upgrading the graphics of the game a little.
addedGraphical faceliftThis is the first update for I Am Overburdened focusing only on the visual aspect. If the response is good I may create another similar one :) Let me know what you think! Auto-Tiling The biggest graphical improvement is the auto-tiling feature of the dungeon levels. In short, it is a technique to (dynamically) change tiles based on their neighbors to achieve a much less "blocky" look and to add depth to the scenes.
changedGraphical faceliftTo me, the difference is night and day. It does make the grid structure of the levels less readable (functionally may be a bit of a downgrade), but it makes the dungeons feel much more claustrophobic so all in all, I feel like it is a big win :) Crystal clear The looks of the last episode in the game received some valid criticism. My original goal was to make the "Crystalline Cavern" a bit confusing. Almost like a place full of mirrors. I think I went a little overboard and visual clarity suffered a lot.
addedGraphical faceliftI've redrawn parts of the tile-set, recolored the rest and a new walking effect was introduced to preserve the reflecting and mirror-like feeling. Rain The ambient sounds in the inn just weren't doing it justice. I added some splash effects outside of the building to set a more convincing mood.
fixedBugs & PerformanceThe fixes and optimizations are graphics related too. The biggest enhancement is the introduction of multiple (rendering) layers within the effect system and overall improved effect handling performance. Effect layers This problem probably did not bother many players, but some environment effects looked funny before the introduction of multi-layer spell effects. Fixed!
changedBugs & PerformanceMouse control sprites There was a tiny sprite state related bug which could only occur when controlling the game with the mouse. Not anymore.
I Am Overburdened changes
addedHello everyone! This time instead of launching new content or features I'm upgrading the graphics of the game a little.
addedThis is the first update for I Am Overburdened focusing only on the visual aspect. If the response is good I may create another similar one :) Let me know what you think! Auto-Tiling The biggest graphical improvement is the auto-tiling feature of the dungeon levels. In short, it is a technique to (dynamically) change tiles based on their neighbors to achieve a much less "blocky" look and to add depth to the scenes.
changedTo me, the difference is night and day. It does make the grid structure of the levels less readable (functionally may be a bit of a downgrade), but it makes the dungeons feel much more claustrophobic so all in all, I feel like it is a big win :) Crystal clear The looks of the last episode in the game received some valid criticism. My original goal was to make the "Crystalline Cavern" a bit confusing. Almost like a place full of mirrors. I think I went a little overboard and visual clarity suffered a lot.
addedI've redrawn parts of the tile-set, recolored the rest and a new walking effect was introduced to preserve the reflecting and mirror-like feeling. Rain The ambient sounds in the inn just weren't doing it justice. I added some splash effects outside of the building to set a more convincing mood.
fixedThe fixes and optimizations are graphics related too. The biggest enhancement is the introduction of multiple (rendering) layers within the effect system and overall improved effect handling performance. Effect layers This problem probably did not bother many players, but some environment effects looked funny before the introduction of multi-layer spell effects. Fixed!
Hello everyone! This time instead of launching new content or features I'm upgrading the graphics of the game a little.
Graphical facelift
This is the first update for I Am Overburdened focusing only on the visual aspect. If the response is good I may create another similar one :) Let me know what you think! Auto-Tiling The biggest graphical improvement is the auto-tiling feature of the dungeon levels. In short, it is a technique to (dynamically) change tiles based on their neighbors to achieve a much less "blocky" look and to add depth to the scenes.
To me, the difference is night and day. It does make the grid structure of the levels less readable (functionally may be a bit of a downgrade), but it makes the dungeons feel much more claustrophobic so all in all, I feel like it is a big win :) Crystal clear The looks of the last episode in the game received some valid criticism. My original goal was to make the "Crystalline Cavern" a bit confusing. Almost like a place full of mirrors. I think I went a little overboard and visual clarity suffered a lot.
I've redrawn parts of the tile-set, recolored the rest and a new walking effect was introduced to preserve the reflecting and mirror-like feeling. Rain The ambient sounds in the inn just weren't doing it justice. I added some splash effects outside of the building to set a more convincing mood.
Bugs & Performance
The fixes and optimizations are graphics related too. The biggest enhancement is the introduction of multiple (rendering) layers within the effect system and overall improved effect handling performance. Effect layers This problem probably did not bother many players, but some environment effects looked funny before the introduction of multi-layer spell effects. Fixed!
Mouse control sprites There was a tiny sprite state related bug which could only occur when controlling the game with the mouse. Not anymore.
Spell performance Although the game could always run on a "toaster" hitches and frame-spikes during spell heavy moments weren't uncommon. This is now a thing of the past.
Next stop?
Work continues on I Am Overburdened. The planned content expansion pack is shaping up nicely. So far, I deliberately kept concrete info about it to the minimum since I'm still really bad at estimating the work left and I would like it to be a surprising and bigger release. This means the upcoming few updates will be similar to this and the last one (just a bunch of tiny changes), but I'm going to start teasing the new features in the following weeks ;) Thanks for taking the time to read my post and have fun in the dungeons ːsteamhappyː Take care!