In this update2
Full notes
Full Idiots' Fantasy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Gameplay
- UI and audio
Idiots' Fantasy changes
Hello there Idiots!
With Steam Next Fest ending today I'm sending the last-ever Demo version of your fantasy.
The 1.6 Update of Idiot's Fantasy Demo ads Black Holes, Guns, and Map Generation.
With a few unique weapon types being added some of the biomes also had been added such as Coldland Castleland and Dryland. Map Generation means that now some of the maps will randomize their inner layout before the game starts so now there are two layers of procedural generation of continents one in the layout of maps and the other in their inner configuration.
Guns
Instantiate exploding animation on shot
Create blank bullets on shot
Animate guns when shooting
Allow for holding down mouse if attack cooldown is below 0.1
Sniper Rifle
Machine gun
Pistol
Heavy Machine gun
Add glow effect to blank bullets
Give blank bullets rigid-bodies and colliders
Set gun sound to guns
Have blanks create blank bullet sound when they fall
Add a trail to bullets
Add a red light to the Sniper Rifle
Have the UI scale perfectly to the screen size
Add cost text as a unique lighted text
Redo the camera following the player
Spawn Circles
Spawn Circle Pointy
Spawn Circle Circly
Spawn Circle Squary
Spawn Circle Leafy
Spawn Circle Glow
Spawn Circle Idle Animation
Spawn Circle Idle Particles
Idle sound
Fixed the spawn lag
Dust Particles
When a character is being moved create a dust particle
Rotate the dust emitter towards reverse direction from the player moving direction
On the forest map make the dust normal
On the taiga map make the dust slightly darker and slightly green
On the snow map make the dust white like snow
On the dessert map make the dust yellow
On the castle map make the dust dark
On the swamp map make the dust dark green
Ground particles
When movement speed is above the threshold create earth particles that stay in the game and don't move dependently on player
Rotate the particle emitter towards the reverse direction of player's movement direction
Bright brown particles on forest map
dark brown particles on taiga map
Yellow particles on dessert map
white particles on tundra map
grey particles on castle map
Dark green particles on Swamp map
Edited damage flash
Lowered Flash Light Intensity from 13 to 1 so that it doesn't flash the entire screen
Added 3 milliseconds of full flash time
Thank you for reading and see you at the release! Have a prosperous day! Lededev
Source
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