Today's patch brings us one step closer to release day (either for the demo, the EA or both!) Mostly, it's a lot of small fixes and patches, as well as another pass at reducing the amount of code and unused assets!
Change: Added an attribute_mods value to each hero's attribute in order to differentiate between the base roll and the gained modifiers.
Change: Combined the update_hero_hp_bar and update_bonus_rolls functions to one update_hero function.
Change: Added hidden luck attribute back in and applied to battle collisions
Change: Added is_broken variable to projectiles and a new animation if they hit a wall vs. destroying the object altogether
Change: Added door destruction animation
Change: Changed the way mouse-over text is displayed for attributes
Change: Improved on the Traits system by adding the traits to an array for tracking already picked traits for each hero
Change: Game now allows multiple 'level-ups' to be stored and used when a player wants to use them.
FIxes
Fix: Fixed mouseover text for afflictions - was showing the same description for all afflictions
Fix: Bug fixed where you could keep adding attribute points on level up, even if the 'add' buttons were invisible.
Fix: Fixed a bug that had Level UP Icons present at all times, even when Character sheet was invisible
Fix: Fixed bug where armor values were added twice upon game start for starting gear
Fix: Added initial x and y values to door's previous x and y so it doesn't fling off into another dimension when it's hit by hero.
Fix: Added variable to differentiate between newly dead enemies and past dead enemies to prevent death animation from replaying for all enemies every time one died.
Fix: Reworked collision systems entirely, as well as damage systems, to fit the new UI changes and Traits mechanics
Fix: Changed the formula for the HP Bar fill to match the new width of the HP bar on the Character Screen.
Fix: If a ranged weapon is not equipped, show "N/A" for the damage on character screen
this months update comes without any real new features but with a lot of minor tweaks to existing mechanics, optimizations, and bugfixes to sum up for almost thirty changes. I'd like to point out to changes here:
1. The "how to play" section, which can be called from the pause menu, has been updated to reflect the changes introduced since it was written almost a year ago.
2. Exclusive for supporters there has been added a new special weapon, which can be bought during rounds, the "Inferno" shots. Hitting you opponents with one of them, will light them on fire and force them to put the fire out in the nearest river or sea. Like all special weapons, this beauty can be combined with all other special weapons. So we are talking igniting, system failure causing, contaminating cluster-shots if you like them.
Next stop: December update. Don't expect any fancy changes but more fine tuning and optimizations, since the plan is to put the game out this year or January 2025 at latest.
Heya, Zephyrix here! I want to give a big thank you to the whole community around Ronny's Climb. The days leading up to and the week following the release of the demo have been an absolute blast! From streamers covering the game to people doing speedruns and uploading them to YouTube, it was incredibly fun to watch you play my game and you were all very kind and helpful with feedback. A heartfelt thank you to everyone who streamed, reviewed, wishlisted, or simply played Ronny's Climb.
Here are a few changes and fixes I just pushed for update 0.5.1:
Improved long jump behaviour after stomping enemies
Added atmospheric sounds to Treetop Trails
Added some new and missing credits entries
Fixed cause of accidentially triggering the ground pound when using the analog stick
Fixed window size resetting after returning to main menu
Fixed sounds sometimes playing incorrectly after leaving or restarting a stage
Fixed a bug causing invincibility after finishing the initial demo playthrough
Dragons: the helmet of the Forkai - forgedcellentertainment
This game has been reworked from it's core! We must admit that during development we have shifted a lot from the original idea! But now everything is going how we imagined it!
This game is now what it was intended to be: a Random Generated Racing Game.
We have added: - random level generation (every level is different) - sounds - better flying controls - better joystick controls - save system (now you can save your XP)
We just want to remind you that we have a contest for you (related to our newest update)!
Show us your Rome Cafe!
We have 3 Espresso Tycoon keys up for you!
You can gift them to your loved ones ːsteamhappyː
The rules are simple:
Enter the game and decorate a cafe in Rome.
Take a screenshot while being in the game (on Steam, it's effortless – just press F12. You can find it later in your Steam account library) – make sure it will be displayed in the 'Screenshots' section on Steam.
Add #RomeCafe to the caption.
By adding this hashtag, you confirm that this is your work and permit us to use this screenshot in our announcements and social media.
We await your screenshots until 09.10.2024, 19:00 CET.
We have 3 Espresso Tycoon keys for the winners (one person can get one key).
Our jury will then gather and select the winners. On 10.10.2024, we will announce the winners in a special announcement on Steam – we'll showcase 3 selected screenshots. Under each screenshot, we'll also provide a comment with information on how to contact us for the key.
If someone doesn't claim the key within 24 hours, we'll select another winner 😊