In this update5
Full notes
Full Self Recurse update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Maps
- UI and audio
Self Recurse changes
Greetings folks,
during June I got a few changes surrounding projected damage completed but won't be pushing them until next month.
This is because the largest change, that I'm currently in progress with, is a refined tutorial.
The category that had the most feedback in the past 2 months was the onboarding and UX. After accomplishing the tutorial the game will be in much better place for new players to understand the basic mechanics and dive into a run.
Other features have been listed below. Thank you all for the patience while the next month sets the stage for the big tutorial change!
Tech updates
> Feature work
the player's projected damage will now appear in the target selectors
enemy next actions now include projected damage
a total threat damage visual now appears over Phalaen's head, so that player's don't have to do a full set of calculations to determine the rough amount of damage they will take from the enemies.
Game Message Subsystem implemented. This might feel like a different language, but this is essentially a big win for the scalability of the user interface for the project. In other words, I'll be able to move faster on features that depend on visual updates in the user interface. It's also a bit more professional to have a system like this in the game.
> Bug fixes
n/a
> Balancing
n/a
Source
Changelog.gg summarizes and formats this update. How we read updates.
