The new demo: Porting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it.
In this update2
Full notes
Full Idlewood Outpost update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition1 change0 removals
UI and audio
Gameplay
changedThe new demo:Porting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it. And apps like Cursor make switching code language pretty darn fast, even for a n00b dev like myself.
addedWhat do we get instead?Collecting loot now simply levels up the gear on your heroes. Every hero has 3 items that define their individual strengths and weaknesses. Collecting e.g. a sword levels up ALL swords on all heroes and when all items on a hero have levelled up, the hero does as well. There's also artifacts now - loot drops that range from rare to super rare. Those are unique and give you global bonuses like "10% gold drop". So overall I leaned away from "involved micro managing" and into "passive idling with the occasional dopamine hit from collecting things, seeing a new monster, unlocking a new hero, etc. I'll see you on the other side of Next Fest, and we're still looking at a late November release for the full game!
Idlewood Outpost changes
changedPorting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it. And apps like Cursor make switching code language pretty darn fast, even for a n00b dev like myself.
addedCollecting loot now simply levels up the gear on your heroes. Every hero has 3 items that define their individual strengths and weaknesses. Collecting e.g. a sword levels up ALL swords on all heroes and when all items on a hero have levelled up, the hero does as well. There's also artifacts now - loot drops that range from rare to super rare. Those are unique and give you global bonuses like "10% gold drop". So overall I leaned away from "involved micro managing" and into "passive idling with the occasional dopamine hit from collecting things, seeing a new monster, unlocking a new hero, etc. I'll see you on the other side of Next Fest, and we're still looking at a late November release for the full game!
The new demo:
Porting the game from Electron over to Godot was more work than I thought - but it was the right call. Everything feels more stable, both playing the game and developing it. And apps like Cursor make switching code language pretty darn fast, even for a n00b dev like myself.
So what's new?
I basically ripped out the inventory and dialog systems. The former felt too clunky and involved for such a passive game - and the latter just didn't deliver enough value and was an active barrier to more translations and just a maintenance nightmare in waiting.
What do we get instead?
Collecting loot now simply levels up the gear on your heroes. Every hero has 3 items that define their individual strengths and weaknesses. Collecting e.g. a sword levels up ALL swords on all heroes and when all items on a hero have levelled up, the hero does as well. There's also artifacts now - loot drops that range from rare to super rare. Those are unique and give you global bonuses like "10% gold drop". So overall I leaned away from "involved micro managing" and into "passive idling with the occasional dopamine hit from collecting things, seeing a new monster, unlocking a new hero, etc. I'll see you on the other side of Next Fest, and we're still looking at a late November release for the full game!