HomeGamesUpdatesPricingMethodology
Steam News30 December 20223y ago

Last news update of 2022

Here’s the last news update of 2022! Since I’m (finally) done with the platforming, I could move on to fix bugs and work on other areas you gave feedback on during the playtest.

Full notes

Full Vessels of Decay update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix6 additions3 changes0 removals
  • Gameplay
  • Events
  • Fixes
  • UI and audio
addedOne very important feedback you gave was that the enemy attack telegraphing needed improvement. So, I have worked on improving the telegraphing for both the Mara (Jumper Enemy) and the Slime (Spike Enemy). Some of you felt like the troll boss had too few attacks, so I've done some work on that as well, adding a new attack, as well as having the troll choose between different attacks based on what the player is doing/positioned, rather than cycling through them as it was before. This makes the Troll feel much more alive and calculated.
addedI have also changed up the level design to include the new platforming, which I think turned out really well. It makes the levels feel more interesting and creates a fun challenge between the fighting and the story elements. Which is something I’ve been striving for since the beginning of this project.
changedMany many many more minor things have been tweaked this week, but some of the more important ones I've listed below.
changedImproved level design for intro area.
fixedFixed enemy hit state.
addedAdded delay SFX along with reverb for better room presence.

Vessels of Decay changes

addedOne very important feedback you gave was that the enemy attack telegraphing needed improvement. So, I have worked on improving the telegraphing for both the Mara (Jumper Enemy) and the Slime (Spike Enemy). Some of you felt like the troll boss had too few attacks, so I've done some work on that as well, adding a new attack, as well as having the troll choose between different attacks based on what the player is doing/positioned, rather than cycling through them as it was before. This makes the Troll feel much more alive and calculated.
addedI have also changed up the level design to include the new platforming, which I think turned out really well. It makes the levels feel more interesting and creates a fun challenge between the fighting and the story elements. Which is something I’ve been striving for since the beginning of this project.
changedMany many many more minor things have been tweaked this week, but some of the more important ones I've listed below.
changedImproved level design for intro area.
fixedFixed enemy hit state.

Here’s the last news update of 2022!

Since I’m (finally) done with the platforming, I could move on to fix bugs and work on other areas you gave feedback on during the playtest.

One very important feedback you gave was that the enemy attack telegraphing needed improvement. So, I have worked on improving the telegraphing for both the Mara (Jumper Enemy) and the Slime (Spike Enemy). Some of you felt like the troll boss had too few attacks, so I've done some work on that as well, adding a new attack, as well as having the troll choose between different attacks based on what the player is doing/positioned, rather than cycling through them as it was before. This makes the Troll feel much more alive and calculated.

I have also changed up the level design to include the new platforming, which I think turned out really well. It makes the levels feel more interesting and creates a fun challenge between the fighting and the story elements. Which is something I’ve been striving for since the beginning of this project.

Many many many more minor things have been tweaked this week, but some of the more important ones I've listed below.

  • Updates and Implemented Features this week:

  • Improved level design for intro area.

  • Better telegraphing for (Spike Enemy).

  • Better telegraphing for Mara (jumper enemy).

  • Enemies “Shake” on hit for an extra punch.

  • Enemies only enter a stunned state if they can be executed.

  • Fixed enemy hit state.

  • Added delay SFX along with reverb for better room presence.

  • Music does not restart when entering a new room with the same music.

  • Tweaked intro cutscene timing.

  • Shortened intro cutscene text for readability.

  • Can abort sit/wait state with attack input.

I’m really looking forward to next year when I will finally have the time to start working on new enemy types and to continue with the expansion of the world in Vessels of Decay.

And in case I forget (🍹 🍸 🥂 🎆 🍾 ) tomorrow! I wish you all a Happy New Year!

Source

Steam News / 30 December 2022

Open original post

Changelog.gg summarizes and formats this update. How we read updates.