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Full Requiem For a Lost World update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Store
Requiem For a Lost World changes
It's been a little while, so I thought I'd give you a small update on how things are looking.
Not sure if monthly devlogs are going to become a thing, but I like giving a little sign of life here and there so you know I'm still alive and working on stuff (●'◡'●)
So, I've been a bit distracted with new game releases and ended up taking a step back from development. Before I noticed, a month had already gone by. Needless to say, I haven't done a whole lot—
I've mostly tweaked some cosmetic things around the game. Settings will now hide and show related configurations depending on whether the master toggle is enabled or disabled.
For example: if the fog effect is turned off, you won't see fog settings anymore until you toggle it back on.
We've also got a new grass option with a bit more fidelity available. As with any grass setting though, it's purely cosmetic, so just choose the one you like the most!
Steam post imageBoth the new and old grass now react to the weather conditions added in the previous version, meaning it can get wet, frosty, and much more violent in the wind.
I'm also working on improving the lighting in Capital Undergrounds. I failed to bake the lighting last time, but I think I managed it this time.
On the topic of lighting, there should also be a new global illumination method available. A world-space one too, so the lighting should feel much more reactive and accurate.
Kind of difficult to catch the difference in a screenshot, but it's looking pretty sweet. Runs a little less sweet though.
And finally: the upgrades.
I'm a bit stumped with the implementation at the moment.
I do have the overall vision for what I want the new system to be, but implementing everything in a way that won't turn the codebase into a mess later down the line is a whole other beast.
For now, I've got this simple menu for browsing upgrades — also still very much a WIP.
The simpler ones are already implemented, but the more advanced upgrades, and especially evolutions, will take quite a bit more time to finish.
Anyway, just thought I'd give you guys a little heads-up and let you know I'm still working on it :)
As I mentioned in the last post, expect updates to be slower for a while since I'm starting a new job and most likely won't have as much time to spend on game development over the coming weeks/months.
Source
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