What changed
0 fixes3 additions3 changes0 removals
addedHere's the 2nd update to Temple Of Rust! HELLO TO ALL YOU PLAYERS! Steam post image THANK YOU FOR SUPPORTING THIS GAME! I've focused on optimizing the render pipeline. I've tested a few options on how to sort the moving objects depth to keep the illusion of a 3D world. Objects off screen now become inactive or invisible to open up more performance for other stuff. And I've started to link a lot of parameters to internal 'global settings' so I can balance the damage and health ratios later. The caves got a new mission goal and light-bugs (not errors but bugs...) and I've started to set up the story with the new starting location. List of changes:
changedreworked z-sorting
addedadded different start location
addedadded new mission goal in caves
changeddone some finetuning on all the AI's health/damage
changedFor the next update I want to *still* further develop the later environments and building up some 'endgame' content so I can balance the Items and difficulty for the final stages a bit. Let me know if you run into any trouble with the game! -James
Temple of Rust changes
addedHere's the 2nd update to Temple Of Rust! HELLO TO ALL YOU PLAYERS! Steam post image THANK YOU FOR SUPPORTING THIS GAME! I've focused on optimizing the render pipeline. I've tested a few options on how to sort the moving objects depth to keep the illusion of a 3D world. Objects off screen now become inactive or invisible to open up more performance for other stuff. And I've started to link a lot of parameters to internal 'global settings' so I can balance the damage and health ratios later. The caves got a new mission goal and light-bugs (not errors but bugs...) and I've started to set up the story with the new starting location. List of changes:
changedreworked z-sorting
addedadded different start location
addedadded new mission goal in caves
changeddone some finetuning on all the AI's health/damage
Here's the 2nd update to Temple Of Rust! HELLO TO ALL YOU PLAYERS! Steam post image THANK YOU FOR SUPPORTING THIS GAME! I've focused on optimizing the render pipeline. I've tested a few options on how to sort the moving objects depth to keep the illusion of a 3D world. Objects off screen now become inactive or invisible to open up more performance for other stuff. And I've started to link a lot of parameters to internal 'global settings' so I can balance the damage and health ratios later. The caves got a new mission goal and light-bugs (not errors but bugs...) and I've started to set up the story with the new starting location. List of changes:
reworked z-sorting
offscreen objects now deactivate or set invisible
added different start location
added new mission goal in caves
done some finetuning on all the AI's health/damage
...and other stuff I forgot
For the next update I want to *still* further develop the later environments and building up some 'endgame' content so I can balance the Items and difficulty for the final stages a bit. Let me know if you run into any trouble with the game! -James