Hi everyone, I've been wanting to make a post about my progress on patch 2.0 lately but kept putting it off because I couldn't decide what I wanted to show.
Full notes
Full Witchinour update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
Gameplay
Performance
addedHi everyone, I've been wanting to make a post about my progress on patch 2.0 lately but kept putting it off because I couldn't decide what I wanted to show. For a lot of the stuff I'm working on I feel like I would have to be like "I added this, and I added this because I added this other thing" and so on until I end up revealing all the stuff that's gonna be in the patch! So for now I'm just gonna share two screenshots.
changedThe first screenshot is to show off the rework I'm doing of all of the game's art. My goal with the art rework is to make everything look nicer obviously, but also more readable. The scanlines option's been renamed to "CRT mode" instead, as it has CRT-style curvature now. I've also implemented a color correction shader and made it so that color output is the same whether CRT mode is on or off. Enemy bullets get a contrasting glow now which helps to pick them out when things get hectic, and this applies to thrown projectiles as well, making things like cavemen's spears or dwarves' axes especially easier to see compared to pre-2.0.
addedThe second screenshot is partly to show off the library screen, which you get to from the title screen. Once you've seen an upgrade in-game, it'll show up here. It's not a terribly important feature, I just implemented it because I really like bestiaries and other little information and lore menus in games. Oh! And patch 2.0 also adds mouse control for menus (that was a fun one to add to my old menu code!).
changedThe other thing I wanted to show off with this screenshot is that patch 2.0 is going to be bringing the total number of upgrades up to 40 and reworking a large number of the existing ones. A lot of the upgrades in pre-2.0 don't affect how the player plays very much and so I'm trying really hard with the upgrade rework (and other reworks) to create a lot more variety in playstyles and between runs.
changedPatch 2.0 came about because I liked what I was doing with Witchinour 2 so much that I decided to go back and put its gameplay into Witchinour and use it as a base for Witchinour 2, which is not something I anticipated when I started working on it, so I apologize for not having had solid timelines for any of this until recently.
Witchinour changes
addedHi everyone, I've been wanting to make a post about my progress on patch 2.0 lately but kept putting it off because I couldn't decide what I wanted to show. For a lot of the stuff I'm working on I feel like I would have to be like "I added this, and I added this because I added this other thing" and so on until I end up revealing all the stuff that's gonna be in the patch! So for now I'm just gonna share two screenshots.
changedThe first screenshot is to show off the rework I'm doing of all of the game's art. My goal with the art rework is to make everything look nicer obviously, but also more readable. The scanlines option's been renamed to "CRT mode" instead, as it has CRT-style curvature now. I've also implemented a color correction shader and made it so that color output is the same whether CRT mode is on or off. Enemy bullets get a contrasting glow now which helps to pick them out when things get hectic, and this applies to thrown projectiles as well, making things like cavemen's spears or dwarves' axes especially easier to see compared to pre-2.0.
addedThe second screenshot is partly to show off the library screen, which you get to from the title screen. Once you've seen an upgrade in-game, it'll show up here. It's not a terribly important feature, I just implemented it because I really like bestiaries and other little information and lore menus in games. Oh! And patch 2.0 also adds mouse control for menus (that was a fun one to add to my old menu code!).
changedThe other thing I wanted to show off with this screenshot is that patch 2.0 is going to be bringing the total number of upgrades up to 40 and reworking a large number of the existing ones. A lot of the upgrades in pre-2.0 don't affect how the player plays very much and so I'm trying really hard with the upgrade rework (and other reworks) to create a lot more variety in playstyles and between runs.
changedPatch 2.0 came about because I liked what I was doing with Witchinour 2 so much that I decided to go back and put its gameplay into Witchinour and use it as a base for Witchinour 2, which is not something I anticipated when I started working on it, so I apologize for not having had solid timelines for any of this until recently.
Hi everyone, I've been wanting to make a post about my progress on patch 2.0 lately but kept putting it off because I couldn't decide what I wanted to show. For a lot of the stuff I'm working on I feel like I would have to be like "I added this, and I added this because I added this other thing" and so on until I end up revealing all the stuff that's gonna be in the patch! So for now I'm just gonna share two screenshots.
The first screenshot is to show off the rework I'm doing of all of the game's art. My goal with the art rework is to make everything look nicer obviously, but also more readable. The scanlines option's been renamed to "CRT mode" instead, as it has CRT-style curvature now. I've also implemented a color correction shader and made it so that color output is the same whether CRT mode is on or off. Enemy bullets get a contrasting glow now which helps to pick them out when things get hectic, and this applies to thrown projectiles as well, making things like cavemen's spears or dwarves' axes especially easier to see compared to pre-2.0.
The second screenshot is partly to show off the library screen, which you get to from the title screen. Once you've seen an upgrade in-game, it'll show up here. It's not a terribly important feature, I just implemented it because I really like bestiaries and other little information and lore menus in games. Oh! And patch 2.0 also adds mouse control for menus (that was a fun one to add to my old menu code!).
The other thing I wanted to show off with this screenshot is that patch 2.0 is going to be bringing the total number of upgrades up to 40 and reworking a large number of the existing ones. A lot of the upgrades in pre-2.0 don't affect how the player plays very much and so I'm trying really hard with the upgrade rework (and other reworks) to create a lot more variety in playstyles and between runs.
As for release dates and Witchinour 2, Q1 2022 is my guess for patch 2.0. I originally wanted to release patch 2.0 and Witchinour 2 around the same time but I kind of got away from that idea the closer patch 2.0 has gotten to the finish line.
Patch 2.0 came about because I liked what I was doing with Witchinour 2 so much that I decided to go back and put its gameplay into Witchinour and use it as a base for Witchinour 2, which is not something I anticipated when I started working on it, so I apologize for not having had solid timelines for any of this until recently.