What changed
0 fixes5 additions0 changes0 removals
- Gameplay
- UI and audio
- Events
addedTons of updates on the way! The MOONSHIRE demo is always being updated with new content, and for the next couple updates, I'll be focusing on making the early parts of the game as polished as possible. The first dungeon (the cloud area) was my focus in this update, as well as some new core mechanics.
addedCharge attacks! All weapons now have unique charge attacks, which can be performed by holding down the attack button. Some weapons launch projectiles, some unleash powerful swings, and some will be necessary to complete the first dungeon.
addedThe layout of the cloud dungeon has been completely redone. The moving platforms are much easier to understand, and things are generally more interesting than before. Two new weapons, and the lightning rod has been reworked to be more fun to use.
addedImprovements to the cloud dungeon boss , including new attacks, animations, a proper intro cutscene, and a unique death scene, leading more naturally into the reward. Additionally, the reward has a better explanation on how to use.
addedThe dungeon now has a simple story to go along with it, which is told through a new NPC that can be found early in the area. The dialogue helps a ton with providing a sense of direction on what to do. The dialogue tree of this NPC is relatively complicated, and a new backend NPC and dialogue format was made to help make this process seamless in the future. NPCs can now remember specific details about previous conversations, and it's much easier to create new conversations and choices.
MOONSHIRE changes
addedTons of updates on the way! The MOONSHIRE demo is always being updated with new content, and for the next couple updates, I'll be focusing on making the early parts of the game as polished as possible. The first dungeon (the cloud area) was my focus in this update, as well as some new core mechanics.
addedCharge attacks! All weapons now have unique charge attacks, which can be performed by holding down the attack button. Some weapons launch projectiles, some unleash powerful swings, and some will be necessary to complete the first dungeon.
addedThe layout of the cloud dungeon has been completely redone. The moving platforms are much easier to understand, and things are generally more interesting than before. Two new weapons, and the lightning rod has been reworked to be more fun to use.
addedImprovements to the cloud dungeon boss , including new attacks, animations, a proper intro cutscene, and a unique death scene, leading more naturally into the reward. Additionally, the reward has a better explanation on how to use.
addedThe dungeon now has a simple story to go along with it, which is told through a new NPC that can be found early in the area. The dialogue helps a ton with providing a sense of direction on what to do. The dialogue tree of this NPC is relatively complicated, and a new backend NPC and dialogue format was made to help make this process seamless in the future. NPCs can now remember specific details about previous conversations, and it's much easier to create new conversations and choices.
Tons of updates on the way! The MOONSHIRE demo is always being updated with new content, and for the next couple updates, I'll be focusing on making the early parts of the game as polished as possible. The first dungeon (the cloud area) was my focus in this update, as well as some new core mechanics.
Charge attacks! All weapons now have unique charge attacks, which can be performed by holding down the attack button. Some weapons launch projectiles, some unleash powerful swings, and some will be necessary to complete the first dungeon.
The layout of the cloud dungeon has been completely redone. The moving platforms are much easier to understand, and things are generally more interesting than before. Two new weapons, and the lightning rod has been reworked to be more fun to use.
Improvements to the cloud dungeon boss, including new attacks, animations, a proper intro cutscene, and a unique death scene, leading more naturally into the reward. Additionally, the reward has a better explanation on how to use.
The dungeon now has a simple story to go along with it, which is told through a new NPC that can be found early in the area. The dialogue helps a ton with providing a sense of direction on what to do. The dialogue tree of this NPC is relatively complicated, and a new backend NPC and dialogue format was made to help make this process seamless in the future. NPCs can now remember specific details about previous conversations, and it's much easier to create new conversations and choices.
Achievements! Or, I should say, just the first achievement - attach a gemstone to any piece of jewelry. It's a great milestone to have Steam features connected to the game, and the APIs are fully functional!