What changed
0 fixes0 additions3 changes0 removals
- Performance
- Workshop
- Balance
changedI'm super thrilled to say that Level 20 was just completed mere minutes ago, and thats a wrap on level designs! I started Act 2 in July so its less than 5 months to build the last 10 of 20 levels - not bad. It felt great to knock off the last trap, the last tile-set draw, the last creature render, the last dialogue, and the last combat setup. I think the climactic scenes of Act 3 are suitably epic and will look and feel really cool. The magic items in the last act are mega-powerful! So the next goal is to make the game polished enough that a good portion of players will want to see the ending!
changedThe main jobs left to do on Scourge revolve around tidy-up and testing. So the playable public demo is on track for a February release, by which time I think the lions share of this polish will be done. But just to be sure, private testers will hammer away at all three Acts until June 2026-ish, along with updates based on player feedback of the demo. The demo will also serve a marketing function, being shown to as many potential showcases and streamers as I can find.
changedI'm quite proud of a particular dialogue system in Scourge. During the course of the game you will see dialogue choices that portray a certain personality (Duty bound, Greedy, Anger issues, etc). Each time you select one of these nodes you get 5 xp (enough a for a skill) as you will usually get a negative result in the encounter, costing potential gains, damage, or worse. And the game keeps tracks of your choices - with the final result being a slightly different ending for each favoured personality type. I won't spoil that ending, but I just love how you can play evil, good, or selfish, in 9 different ways, and just guide your main PC to be who they are, with a unique finale.
Scourge of the Reptiles changes
changedI'm super thrilled to say that Level 20 was just completed mere minutes ago, and thats a wrap on level designs! I started Act 2 in July so its less than 5 months to build the last 10 of 20 levels - not bad. It felt great to knock off the last trap, the last tile-set draw, the last creature render, the last dialogue, and the last combat setup. I think the climactic scenes of Act 3 are suitably epic and will look and feel really cool. The magic items in the last act are mega-powerful! So the next goal is to make the game polished enough that a good portion of players will want to see the ending!
changedThe main jobs left to do on Scourge revolve around tidy-up and testing. So the playable public demo is on track for a February release, by which time I think the lions share of this polish will be done. But just to be sure, private testers will hammer away at all three Acts until June 2026-ish, along with updates based on player feedback of the demo. The demo will also serve a marketing function, being shown to as many potential showcases and streamers as I can find.
changedI'm quite proud of a particular dialogue system in Scourge. During the course of the game you will see dialogue choices that portray a certain personality (Duty bound, Greedy, Anger issues, etc). Each time you select one of these nodes you get 5 xp (enough a for a skill) as you will usually get a negative result in the encounter, costing potential gains, damage, or worse. And the game keeps tracks of your choices - with the final result being a slightly different ending for each favoured personality type. I won't spoil that ending, but I just love how you can play evil, good, or selfish, in 9 different ways, and just guide your main PC to be who they are, with a unique finale.
What's up guys, this is your monthly update from Kyoti, marching ant developer of Scourge of the Reptiles.
Steam post image In-development capture of a scene in level 16, shortly after you are shipwrecked on an island. Will you help the young Styracosaurus (SpikeFan) or leave it to be eaten by the T-Rex (WorldEater).
I'm super thrilled to say that Level 20 was just completed mere minutes ago, and thats a wrap on level designs! I started Act 2 in July so its less than 5 months to build the last 10 of 20 levels - not bad. It felt great to knock off the last trap, the last tile-set draw, the last creature render, the last dialogue, and the last combat setup. I think the climactic scenes of Act 3 are suitably epic and will look and feel really cool. The magic items in the last act are mega-powerful! So the next goal is to make the game polished enough that a good portion of players will want to see the ending!
The main jobs left to do on Scourge revolve around tidy-up and testing. So the playable public demo is on track for a February release, by which time I think the lions share of this polish will be done. But just to be sure, private testers will hammer away at all three Acts until June 2026-ish, along with updates based on player feedback of the demo. The demo will also serve a marketing function, being shown to as many potential showcases and streamers as I can find.
I'm quite proud of a particular dialogue system in Scourge. During the course of the game you will see dialogue choices that portray a certain personality (Duty bound, Greedy, Anger issues, etc). Each time you select one of these nodes you get 5 xp (enough a for a skill) as you will usually get a negative result in the encounter, costing potential gains, damage, or worse. And the game keeps tracks of your choices - with the final result being a slightly different ending for each favoured personality type. I won't spoil that ending, but I just love how you can play evil, good, or selfish, in 9 different ways, and just guide your main PC to be who they are, with a unique finale.
Anyway, enjoy your November, and I'll catch you all in a month!