Hello everyone, and welcome to the Weekly Dev Log for May 16th, 2022, detailing all the changes that have happened since May 9th, 2022. Note: Devs that don't appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn't need to be detailed.
Accessibility Suggestions
We've created a forum post asking the community for suggestions on how we can improve gameplay for players with certain conditions such as colorblindness, dyslexia, or anything else that might affect a players ability to use the standard presentation and controls of the game.
If you have any ideas or suggestions, and possible solutions on how to solve a particular issue, please check out the forum post here.
Casino: Phase 2
Work continues on the next phase of the Casino.
Johanna finished working on most of the art overhaul for the Casino.
macdguy worked on Roulette, working on the chip system and displaying the chips in 3D. Chips are now placeable on the table and stack.
Sketchman worked on Roulette, working on the ball animations.
Casino: Phase 2 Roulette Chips WIP
Third Party Plushes / Figurines
JJosh continued working on the third party plushes / figurines. We're hoping to start releasing many of the ones we've shown off in the past starting with the Casino - Phase 2 update.
This update marks the first major update to game since launch wooohoooo!
I was able to add ten more levels in this update, bringing the total amount of levels to 40! These new levels will be apart of the campaign but under a new format I'm calling adventure! Adventure will be a longer form of level, more then just 10 like the standard campaigns, and will feature much greater diversity in design, enemy choice...etc. This is all to say I can experiment a bit more freely under this format and not worry so much about easing players into the game.
Adventure also features 3 new enemy types! Of which appear semi-randomly throughout Adventure! Dark Orange, Dark Purple, and Dark Blue are enemy tanks that have most of their stats semi randomized! Orange specializes in multiple shots, Purple in aggressive dash attacks, and Blue in precision. Along with having semi randomized stats there is also the chance that these tanks have a powerful gadget: Tracking shots, explosive shells...etc
Playing a level in adventure will have extra variety with the introduction of these Dark Series of tanks. Another layer to consider when taking on a level!
Of course all of these levels don't just highlight these semi-randomize tanks. There is a structure/flow to each of these levels, much like in the standard campaign.
I hope you all enjoy, and let me know if you have any feedback!
ps. These levels can be accessed by going to campaign and scrolling through to the 4th page :-)
We are almost lauching SudoKube on Steam! And starting this countdown, every day on twitter we will post a sudoku challenge.
The first 5 people to correctly answer all 7 countdown challenges on twitter, will receive a game key!
The rules are: - Follow Mandinga's twitter page! - Retweet all 7 challenges! - Be one of the first 5 people to answer the 7th challenge (you can answer the previous 6 any time before the 7th challenge is published)!
Fixed: Issue where the player could get stuck inside of dialogue when interacting with a lever in Ka'Ren Center Lobby. Fixed: Issue where XP would not be saved on teleport use. Fixed: Vitalize tooltip did not accurately display the faith cost of the ability. Fixed: Removed a trap door in cutlass cove that went nowhere, Temp Fix: A workaround was implemented for a cutscene where the player could lose control of their mouse cursor and couldn't select a dialogue option. Fixed: Removed a book that did not have any text. Fixed: Removed the range category on the weapons tooltip as they are not currently used in any meaningful way. Fixed: Re-balanced the way that obstinance and denial work to make them more useful. Fixed: Various collision/navmeshing fixes across different zones. Fixed: Could not access a certain dialogue option after closing the menu and coming back to it. Fixed: Forgotten Souls inside of the Sewer not saving that they had been picked up. Change: Increased the duration of time that the player has for completing objectives in the Catacombs, Change: Updated ability tooltips to show if they can damage self or allies.
Heya adventurers! Whew! After consecutive jam-packed weeks, it’s time for a chill week! Have a short breather before another exciting week! Now that some of you have tested out the Epic Point Shop, isn’t it super useful? For those of you haven’t tested it out, better do it now and haul yourselves a couple of awesome rewards including costumes! And as always don’t forget to check out the amazing stuff we have at the Item Mall this week!
Item Mall Goodies Turn your guild into an adorable 5-star utopia for cute hammies (and of course for your guild mates, as well) with the wonderful Guild Contract Package: Grand Hamster Hotel! Take a breather and hang around longer!
Turn Noah into a powerful falcon respected by the citizens or turn him into a priest revered by the people to be a messenger of the gods! Choose his role with Noah IB: Gold Falcon or Noah IB: Archpriest!
"I’m actually a big fan of Slay the Spire game, but now I’m not sure whether I prefer to play it or Metroplex Zero instead. It seems to me the game pushed the amount of possible variants of walkthroughs to double-eternity and every run here must be utmost unique.
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Music and sounds are cool and immersive, the atmosphere of a cyberpunk is nicely made.
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The gameplay is just top - the variety of cards, implants, perks and characters with unique stats are amazing. It should be very interesting to collect and build your deck for every new run, but in the beginning…"