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Steam News6 October 20205y ago

Progress Update: August - September 2020

Hi everyone. With the kids starting full distance learning over the summer, this past couple of months have been quite challenging (and a bit of a blur to be honest!

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Full Monsters and Monocles update

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0 fixes3 additions6 changes0 removals
  • Gameplay
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  • Events
addedWith the kids starting full distance learning over the summer, this past couple of months have been quite challenging (and a bit of a blur to be honest!) but we’re trying our best to make progress as we settle into a new routine.
addedThe AirshipI’m still in the process of cleaning up and implementing the new rooms, but so far we have:
changedThe control/zone select map roomMostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you complete all of the corresponding zones.
changedCentral Lobby/Start RoomSince this room acts as the spawn point at the start of each session and upon returning to the airship, I wanted to make it a bit more interesting and unique visually.
changedCentral Lobby/Start RoomI've also seen a few requests to have the option for different starting weapons in the forum, and I agree that it's a good idea, so the weapon platforms are the first step towards factoring them into the airship layout/design.
changedThe Engine RoomI don’t want to say too much about what I have in mind for this intriguing little room right now, but it will have a couple of uses down the line. Stay tuned for more info... <_<

Hi everyone.

With the kids starting full distance learning over the summer, this past couple of months have been quite challenging (and a bit of a blur to be honest!) but we’re trying our best to make progress as we settle into a new routine.

Here's a rundown of what we’ve been working on:

The Airship

Since the airship HUB is essentially the core connective tissue of the entire game, it’s something I’ve been wanting to improve and finish for a LONG time.

My main goals over the past month or so have been to nail down exactly what it needs to contain in terms of game functionality, and also to flesh out how each room will look and feel.

I’m still in the process of cleaning up and implementing the new rooms, but so far we have:

The control/zone select map room

Mostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you complete all of the corresponding zones.

Central Lobby/Start Room

Since this room acts as the spawn point at the start of each session and upon returning to the airship, I wanted to make it a bit more interesting and unique visually.

I've also seen a few requests to have the option for different starting weapons in the forum, and I agree that it's a good idea, so the weapon platforms are the first step towards factoring them into the airship layout/design.

The Engine Room

I don’t want to say too much about what I have in mind for this intriguing little room right now, but it will have a couple of uses down the line. Stay tuned for more info... <_<

The Relic Room

For the relic room, I wanted to lean more into the idea that the game’s relics are powerful artifacts that have largely been lost to the sands of time before being rediscovered by our heroes.

Still a couple of rooms left to do, and bits of clean-up, but I’m happy with how the airship is progressing.

Greater Zone Room Variety

Alongside working on the airship, I’ve also been fleshing out the room variety for each of the main zones, utilizing the various new traps and elements I now have to play with. Not really a lot to show right now, but it feels good to finally start growing the room count to keep each run feeling more varied and fresh.

That’s everything from the past couple of months. Definitely a challenge as I mentioned, but things are moving along.

Take care, be safe, and we'll see you next time :)

Craig

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Steam News / 6 October 2020

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