Full notes
Full Moonchild update
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What changed
- Gameplay
Moonchild changes
It's been a while, hasn't it? Sorry about that. Full transparency- after the ACT 1 Demo in November, I kind of crashed hard out of sheer burnout. But I've been slowly getting back to the grindstone- I want to finish this game, damnit!
Learned quite a bit from last time, too. Honestly the dungeons that were better last time were the ones that were focused on puzzles and easy-to-understand (and more importantly, easy to program) gimmicks. The Police Department and Action Land? Not as fun. That'll influence the ones going forward (HOPEFULLY FOR THE BETTER, I THINK)
Let's put some codenames to the areas left, shall we? -Forest -Cave -Graveyard -Asylum -Gallery -Park -Ocean -Ruins -Mountain -Moon
Each of these is about the size of one 'segment' in the demo (which had four.) Similar amount of enemies, bosses, etc. Except the last two, which are far longer and are, obviously, extremely important. There are no more 'pre-dungeon' separate areas here- the remaining dungeons are all big ones. Granted, they're still chunked up into smaller parts for ease of theming/etc. but you can expect them to be a lot more fleshed out.
And, of course, there's the dream sequences and town areas nearby these places. Naturally, given the granular detail in this game... these take a hot minute to make, so please bear with me.
Next month there'll hopefully be more to show- but for those who've been waiting patiently for the rest of the game this long, I appreciate it so much. Please stay tuned for an update next month- in which the next dungeon will be shown off!
(oh, and there'll be a patch for the demo, soon, to fix a couple minor things. sorry about that!!)
Source
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