In our efforts to make a polish pass for every single area of the game on our march towards release, we've gone back and made some big overhauls to the sewer floors, possibly the weakest part of the game in the past. Now after our overhaul it's home to some of the most interesting level design and architecture in the game, we hope you enjoy it!
In addition to that we've spent some time polishing up some menus, fixing some bugs, and then adding some extra stuff just for fun...
Revamped sewer area!
New sewer procedural room generator!
Updated main menu
Game now tracks number of wins / deaths
Added a fancy death animation for the player
Ice wands are a bit more useful now...
Bugfix - dungeon room generator should no longer attach hallways to windows
As always, thanks for playing and let us know in our discussion area here on Steam your thoughts on the new update, and any issues you run into.
It's Delver update time again, and this one is a good tease for things yet to come. You might find a few new places on your way to find the Orb, and the caverns are starting to shift and change as we expand our random level generation from the last update to them as well.
To finish things off, there's also the inclusion of some new music from our friend Derris-Kharlan to accompany you on your way back to the surface, if you happen to survive long enough to enjoy it. He's done more great work, and we're super proud to have it in game!
Fully procedurally generated cave rooms.
Dungeon generator knows how to make ramps now.
Updated dungeon generator with some more placeable prefabs.
New chase music tracks.
Transitional shop area added between the dungeon and cave areas.
It's time for another Delver update, and this is a fun one!
Our dungeon generation so far has worked by piecing together hand built level chunks, which has gotten us a long way and let us make spaces that are fun to explore. That also means that you may see the same areas repeat themselves between playthroughs which can be not so fun over time.
This update includes our work making a full procedural dungeon generator. This system lets the game create rooms from scratch when you play instead of relying on us to hand build everything.
This means we can let the game make spaces to explore, but still let us mix in our hand built pieces to make really unique places - the best of both worlds!
We built the rules to create these new dungeon rooms, but what comes out of the other side can still be truly exciting. Take some screenshots when you see an interesting place, because you may be the only person to ever see it :D
To finish things off, we've been working with the super talented Derris-Kharlan to add more tunes to the dungeon. We think they're great, and he's been a pleasure to work with so far. Check out more of his stuff on Soundcloud.
New dungeon room generator used in dungeon floors 1 & 2 to start with
Some new music, and random track picker system
More stuff, for you to find on your own
Shooting a wand on a moving platform no longer teleports you to the floor below
After a long, but hopefully worthwhile, absence while we were digging around in the guts of Delver, we're back with some great new stuff under the hood to make modding more of a primary engine feature and includes a revamp of the level editor to make it much easier to use.
I mean, look how pretty the editor is now:
My favorite new feature in this update is the mod merging support, which replaces the old way of only being able to ship one new version of a data file around.
In this new system we can load many mods at the same time and have all of their new content pulled into the game. This will let mod makers share new monsters, level pieces, and texture packs and have them seamlessly blend with other content of the same kind from other mods in the style of how games like Skyrim do modding.
I'm really excited to see how this feature can be used to add tons of new content into Delver, all from different authors working on different things. If anyone wants more information on this system, check out the pinned discussion forum post in the Modding subforum for Delver.
Many mods active at the same time.
Revamped level editor!
Spike traps, and spike pits.
New puzzle dungeon tiles.
Flies have found the dungeon a good place to hang out.
As always, let us know if you have any issues or questions about this update.
The September update of Delver is here, just in the nick of time. This is a fun update for us, since we had the chance to work with the awesome character artist Hunter Russel to redo all of our monster animations and the results shine.
We also updated to the latest version of the libGdx engine, fixed some collision issues that were causing people to get stuck in the mines, and got in some decent performance fixes that should stop the hitching some people have been experiencing. There's also a super fancy new menu background, to replace the boring image that was there before.
Redid ALL monster animations
Monsters leave corpses now
Some new NPC animations
Bats have a lunge attack now
The druid and worm monsters have jumping attacks
Mages now have a windup before their magic attacks to give themselves away
Fancy in engine menu background
Player starts with some gold now, instead of 0
Player and mobs can no longer stand on eachother
Overlay text is now smaller by default
Redid the stepping up physics code, should no longer get stuck in small spaces or step up onto columns
Showing a win message instead of 'Dead' after finishing the game on the main menu now
Fixed dragging and dropping items from the inventory not throwing them as expected always
We've been busy here at the Delver HQ putting together this new update, and I'm happy to announce that it's available right now!
The main focus for this update was to start making use of the offhand item slot and to that end we've added shields, held light sources, and added support in for two handed items. Alongside that work, Joshua started on adding clutter items to fill out the dungeons more and to make things look more lived in.
On the dungeon generator side, there is a new unique dungeon area feature that keeps track of what dungeon chunks have been spawned during a run, and let specially marked areas spawn only once. This system will allow us to make more interesting special event or puzzle areas, and we've added a couple of these as a test of the system.
Lastly, some armor has speed modifiers now so that an adventurer loaded up with full plate mail and a kite shield doesn't move as fast as one wearing leather armor, this is a baby step toward more interesting player choices regarding armor.
Shields as offhand items
Two handed weapons
Speed modifiers for Armor (plate mail is slower than leather)
Held light sources like candles and lanterns
Junk clutter items spread throughout the dungeon
Tiny chance for monsters and boxes to drop junk loot