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Steam News13 December 20196y ago

Christmas Sales and Big News Update!

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.

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

0 fixes2 additions11 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
changedThere'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.
changedThe following changes will be made with the release of STLD REDUX: Night Mist ...The game's resolution will be increased to showcase more details and visibility and make way for a less distracting User Interface.
changedThe following changes will be made with the release of STLD REDUX: Night Mist ...The old Item use button will become the "Item Cycle" button.
changedThe following changes will be made with the release of STLD REDUX: Night Mist ...Double tapping the "Item Cycle" button will jump to the most useful item for the situation. ( Flash Item )
changedThe following changes will be made with the release of STLD REDUX: Night Mist ...Menu Interfaces will be reduced and altered with the resolution change.
changedThe following changes will be made with the release of STLD REDUX: Night Mist ...The Player will only trip when Stamina is empty and Health is Low

STLD Redux: Episode 02 changes

changedThere'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.
changedThe game's resolution will be increased to showcase more details and visibility and make way for a less distracting User Interface.
changedThe old Item use button will become the "Item Cycle" button.
changedDouble tapping the "Item Cycle" button will jump to the most useful item for the situation. ( Flash Item )
changedMenu Interfaces will be reduced and altered with the resolution change.

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

Steam News / 13 December 2019

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