In this update5
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Full King's Keeper update
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Repeated intro
Hello everyone!
What changed
- UI and audio
- Gameplay
- Maps
King's Keeper changes
I'll be able to resume the schedule I'd set myself at the start, i.e. one news per week presenting the progress of development.
Over the last few days, I've been busy working on the game's sound design, which is now complete:)
So here's an overview of what's new since last time, enjoy your reading.
Sound Design
So I've been working on the game's Sound Design, interface sounds, in-game sounds (when you cut a tree, forge an item... or combat sounds), ambient sounds and some music composed by a musician I worked with.
The result is pretty cool, and I'll try to update the trailer soon to include in-game sounds and music, because right now there's no sound at all and it's a bit sad!
Combat
I've reworked the combat system to make it a little less cluttered. Workers will be less likely to crowd into the same tile, for example.
I've also changed the behavior when workers are in “combat mode”: instead of targeting a character and attacking him until one or the other dies, they'll now be able to switch targets between each attack, which makes the combat system a little more dynamic, less punishing if a worker gets targeted by several enemies at once, and it feels a little more like a “free-for-all”, which is what I had in mind at the start.
For the record, once a character is in combat mode, you have no control over him, and he'll attack anything within range... until he dies.
Blood
I've added a little blood effect that spurts out when a character is killed, which is always nice!
QOL, bugs
I spent most of the week fixing bugs, adding QOL and improving performance, especially on a large map with lots of enemies.
That's all for this week, thanks for reading! Kisses
Source
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