In this update3
Full notes
Full Linear Calamity update
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What changed
- Gameplay
- UI and audio
- Maps
- Events
Linear Calamity changes
The game got a massive rework, but don't worry, I'll guide you through everything.
Before it was a basic generic shooting roguelite on a topdown 2D perspective... boring.
(Not that it was bad, but that wasn't what I really had in mind...)
The new Linear Calamity and how it works
Now as you can see, I basically remade the game from ground up.
But first some yapping about where I've been, if you care.
After my PC got fried up, I got really demotivated to work on the old linear calamity and eventually this lead to me abandoning the project entirely...
Until I got back to playing some games I liked, such as darkest dungeon and something clicked after I played through some weeks and stumbled into the thing from the stars and I had an idea to go back to Linear Calamity with some new found passion. Also, yeah, college sucks and I got burn out from it but anyways.
THE NEW LINEAR CALAMITY
Now the game works as a normal horror game, I decided to play a lot with sounds and how they would affect the game, my early prototype had some potential to a weird sound visualization...
As you can see, those white lines are sound.
And they bounce around revealing the map.
BUT WAIT THERE'S MORE
I started working with an inventory and got rid of the old shooting robot things, it wasn't really what I had in mind. Also light decreases over time, so you need to keep looking for torches if you want to keep seeing.
Later I changed the character design and everything else.
Steam post imageAnd now the game is a survival horror with all of the secrets you will suffer a lot to find! JUST LIKE THE OLD GAME!
Yeah, I still use a lot of the roguelike formula, but with a twist, instead of having those "oh I find coins and upgrade my meta character on the hub" I'm using more events that shape and unlock new things during a run, knowledge is your best weapon here.
Keep yourself sane...
AND BURN
BURN THE WITCH!
Source
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