In this update2
Full notes
Full STLD Redux: Episode 02 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everybody, I hope you're keeping warm. The project is still going ... however, as is usually the case I haven't been the best with news updates.
What changed
- UI and audio
- Gameplay
- Balance
STLD Redux: Episode 02 changes
There's been a tight schedule lately, I have about an hour a day during the average workweek. Over the past few months, there have been major and important changes made to STLD to tighten up the system and trim out a lot of the fat. Most of it has to do with interface refining and clunky UI. But rather than a paragraph of details let's just list it out with some bullet points.
The following changes will be made with the release of STLD REDUX: Night Mist ...
( First Quarter 2020, hopefully )
The game's resolution will be increased to showcase more details and visibility and make way for a less distracting User Interface.
Investigate text will appear below the Player, and only while the UP key is held.
The base widescreen resolution will be 800 x 450 and will adapt to your monitor.
Changes will be made to the controls to make them less funky:
To use an Item you will need to hold "UP" and press "Attack"
The old Item use button will become the "Item Cycle" button.
Double tapping the "Item Cycle" button will jump to the most useful item for the situation. ( Flash Item )
Menu Interfaces will be reduced and altered with the resolution change.
The Player will only trip when Stamina is empty and Health is Low
The Players speed has been reduced to accompany the size correction.
Scores will be retweaked to accompany the boss addition and trophy Icons will finally be added.
The weapon discovery sound has been changed to something less loud and repetitive.
The Inquisitor needs the following:
Animations ( done )
Base Programming ( done )
Two spell sprites animated ( )
about a weeks worth of bug testing ( )
It's no exageration to say the majority of my time these day goes into the bosses AI system and adding/debugging his navigation and attacks, it's going fine, but it isn't perfect yet.
---------------
End of the line.
A final weapon will be dropped upon defeating the Inquisitor, the player can use this to inflict massive damage.
Later Change : Eventually, the tutorial will be updated and simplified.
I'm aware I keep making alterations to the game, I want to take a moment and thank every single one of you wonderful ( and incredibly patient ) people who leave kind reviews for it. Every moment I spend taking the project to completion these days is because of you. I'm wishing you all the very best, and the happiest of Holidays!
Thanks again and Cheers!
-Pyro
P.S. You're probably hoping for a deadline on this stuff... Promising a deadline is always a bad idea but I can give a rough estimation and I will mention that once the holidays are out of the way I'll have more time to spend on it. With some luck and consistency on my part, I hope to have the final version ready by March 2020.
Source
Changelog.gg summarizes and formats this update. How we read updates.
