Myriad Mayhem
Steam News 16 April 20251y ago

Dev-log (2025-04-16)

Hi everyone, I just thought I'd post a lil-update, so after all these weeks of sick kids, they finally got well last week, so I’ve been able to work... 5 days now? On the game :D! Got a little hiccup, as I've tried a co…

Update log

Full Myriad Mayhem update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions2 changes0 removals
  • Gameplay
  • Balance
addedI just thought I'd post a lil-update, so after all these weeks of sick kids, they finally got well last week, so I’ve been able to work... 5 days now? On the game :D! Got a little hiccup, as I've tried a couple days in making my own music, which I pretty quickly determined is not something I should do now :P. And also the new talents that change "affected by" on abilities got a bit too much eyesore for me, so I'm almost done with making abilities show icons on what is affecting them or not, so you don't have to guess / remember which attribute affects them.
changedAnd also while working on that feature, so have I made some more foundations once and for all, to make talents support more “custom bullets" e.g. the Damage: +25% - things, not sure if its a developer-thing, but I at least tried to make everything automatized, which sounds really good on the paper, but damn, there were special cases on top of special cases, which made the code soooo much harder to follow, so i thought, f it! Let's simplify it a lot, which makes me have to do a little more manual work for every talent/ability “stats”, but almost negate all bugs related to it, as their text will be more or less hard-coded.
changedE.g. was it a ChainLightning talent that should increase Critdmg, but shows -50% crit dmg (or something similar). THAT kind of error :D. As they used the same “algorithm” to determine its value output, I tried to change it, but broke other “percentage” values, so I changed those, which broke a multiplier in another talent… You get the point xD.
addedEhmm what more, New ability system seems to work nice! Not sure if it's stupid, but I’m making more complex abilities with Meteor and firebolt, as I’m trying to make them less generic, but still stay true to their “core”. Worse case, we have to remove them, but I think it paid off, because They brought something to the game that it really missed. As I tried these abilities…. Man, it just clicked for me, and I finally know how to shape one of my “pillars” of the game, so I’m super excited about it. But I can go on for hours on this, but I don’t want to make this dev-log into a novel, so I’ll stop there :P.

Hi everyone,

I just thought I'd post a lil-update, so after all these weeks of sick kids, they finally got well last week, so I’ve been able to work... 5 days now? On the game :D! Got a little hiccup, as I've tried a couple days in making my own music, which I pretty quickly determined is not something I should do now :P. And also the new talents that change "affected by" on abilities got a bit too much eyesore for me, so I'm almost done with making abilities show icons on what is affecting them or not, so you don't have to guess / remember which attribute affects them.

And also while working on that feature, so have I made some more foundations once and for all, to make talents support more “custom bullets" e.g. the Damage: +25% - things, not sure if its a developer-thing, but I at least tried to make everything automatized, which sounds really good on the paper, but damn, there were special cases on top of special cases, which made the code soooo much harder to follow, so i thought, f it! Let's simplify it a lot, which makes me have to do a little more manual work for every talent/ability “stats”, but almost negate all bugs related to it, as their text will be more or less hard-coded.

E.g. was it a ChainLightning talent that should increase Critdmg, but shows -50% crit dmg (or something similar). THAT kind of error :D. As they used the same “algorithm” to determine its value output, I tried to change it, but broke other “percentage” values, so I changed those, which broke a multiplier in another talent… You get the point xD.

So, it feels reeeeally good to finally make the last code I'm not proud of, simple & clean, even if it brings a little more initial-work. (Maybe there are more elsewhere, but those are time-barred).

Ehmm what more, New ability system seems to work nice! Not sure if it's stupid, but I’m making more complex abilities with Meteor and firebolt, as I’m trying to make them less generic, but still stay true to their “core”. Worse case, we have to remove them, but I think it paid off, because They brought something to the game that it really missed. As I tried these abilities…. Man, it just clicked for me, and I finally know how to shape one of my “pillars” of the game, so I’m super excited about it. But I can go on for hours on this, but I don’t want to make this dev-log into a novel, so I’ll stop there :P.

Source

Steam News / 16 April 2025

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