Full notes
Full No Gods of Men update
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What changed
- Gameplay
- Performance
- UI and audio
No Gods of Men changes
Happy New Year!
Lots of progress has been made even despite the holidays this month!
Omni-directional attacks
At first I'd designed player attacks to fire in the direction they were facing. The player would not have been able to aim with the mouse, but instead, needed to be strategic with how they moved the player and could only shoot forward. My goal was to make attacking challenging enough to incentivize upgrading to more sophisticated weapons and abilities, making those abilities all the more fun...but ultimately, this wasn't fun. So I decided to scrap that model and make it so that the player can point and shoot in any direction they want, no matter the direction they are facing. They can run & gun to their heart's content...and this is way more fun! Each direction is fully-animated: backward, forward, up, down, diagonals, et al.
Disciples abandon you
If your devotion score drops low enough, disciples will begin to abandon your citadel. They will fall to their knees, relinquishing all hope from their souls and vanish…potentially leaving a critical job vacant, for which you’ll need to find a replacement!
New player experience blocked out
When a new game is selected the appropriate cinematic screens and starting points are all blocked out. The actual cinematics have yet to be designed by me, but for now the general flow exists making it easier to come back to that work a bit later.
Re-introduced background parallax
In the last few months I’ve been making significant progress in upgrading performance with lower-end machines. However, that meant removing some cool features that made the game pop more, like background parallax. I was able to re-introduce this effect after making a few more performance improvements elsewhere.
First full “new player experience” playtest!
I was able to conduct my first play-thru demo over the holidays! I captured about 30 minutes of gameplay footage which gave me a long list of features of bugs. As a result I’ve been working through several small quality-of-life features such as tooltips-on-hover, interactions like mouse-clicks completing dialogue, and tweaking enemy spawn behavior over the past few weeks.
Onward & upward
Bobby @ Long Tooth Llama
Source
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