Full notes
Full Temple of Eternal Suffering update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, a bit slower week development wise as I was preparing new Assets for the Steam page - new screenshots, a brand new Teaser Trailer and gif's along with creating promotional posts on different social media sites. But starting this week I'm back in full development mode! Still I've managed to put at least some progress towards the game itself:
What changed
- Gameplay
- Balance
- Maps
Temple of Eternal Suffering changes
Changed Cursor Texture.
Fixed mech boss spawn
Added Limit for enemy movement speed empowerment.
Changed map that loads on the start of the game, and basic logic for switching maps at the start of a new save game. Added Hero death count logic.
Added logic for saving new game variables (Base for how the game starts and what to load during gameplay). Added new Counter types - for killing bosses and gathering DNA Devices (Keys to unlock the next level, also name not final).
Added Fog of War cage to Boss fight (Area around the boss fight that you cannot enter without taking damage). Adjusted Retrieve Machine (Machine used for extracting items from a dungeon run) spawn location after Boss Fight. Added checks and failsaves for the first time when player plays the dungeon level. Thank you for reading this Dev Update, and I will see you in the next one :)
Michael
Source
Changelog.gg summarizes and formats this update. How we read updates.
