Sorry for the missed week last week. I was very ill and not in any state to work or even type out a devlog. However I have recovered fully and will resume pushing out weekly devlog once again.
This couple of weeks was spent working on the mad scientist towers, particularly implementing the physical spaces the puzzles would occupy.
My initial instincts for making towers was just a big square. Plenty of room for activities, so to speak, reasonably sized, nice and utilitarian. Like father, like son.
I might put some mobs inside the rooms, or loot drops or something. But the real meat and potatoes are obviously going to be the puzzles.
Much like in monster lairs, mad scientist towers will have a randomly generated set of encounters on each floor. This will probably either be two puzzles which must be solved to advance (one door puzzle and one floor puzzle) or some monsters and a door puzzle.
As I made my building, which has a relatively complex interior, I finally got absolutely fed up with the previous way I had been doing pathfinding in the overworld. I fixed up an extremely inefficient cost function and implemented A* instead of the previous greedy algorithm. Now everything uses A*. If you're an indie developer out there, write this down: do things the right way, not the easy way. If you just play the game, you will likely see some slight pathing changes which are guaranteed to be the most efficient route, making your moves take slightly less time. The previous greedy algorithm could enter infinite loops, which happened more frequently in challenging geometry, but the new A* algorithm is guaranteed to terminate.
I then started making the actual levels of the tower. I'm planning on having a more open plan than the ground floor (the ground floor itself may change). From the player perspective, the tower is fundamentally the same as a lair. It only goes up or down in your imagination. With that in mind, I just copied existing code, and after a few tweaks, got tower levels to generate. Turns out mob generation was still turned on. From the program's perspective, the tower is merely a special case of lair with only one room and no paths.
I fixed the mob generation issue and got on to creating an actual level for the tower. My plans for the towers are to have a primary room or set of rooms (decided as an encounter) and a secondary room which leads to the stairs up. This room will be blocked off with a locked door.
The clock will be ticking as you solve puzzles which means that monsters will encroach on you as you solve them. It might be a good idea to fight them off first. Any damage taken while in a puzzle will automatically end the puzzle.
My goal is to have the towers wrapped up and a good update out by the end of January, so keep on the lookout for that. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com.
Dear fans, Thank you for playing One Way Heroics and One Way Heroics Plus. This message is to inform you that a new update has gone live.
Update Contents Fixes
[OWH/OWH+] Button prompts can now correctly display the Steam Deck button layout
Bug Fixes
[OWH/OWH+] Fixed the issue that caused the following button prompts to be swapped when using a Nintendo Switch controller: -/+, L/R Stick Press, ZL/ZR ※The button prompts for the Nintendo Switch controller assume the use of a Nintendo Switch Pro Controller connected via Bluetooth. A USB-connected controller may not work as intended.
[OWH/OWH+] Fixed a bug where "View clear data for other Heroes" in Extras would sometimes cause an error
▪ The New Year event is over and the entrance to New Year's Valley is closed. Team leaders will stay with you for one more week so that you have time to hand in your accumulated toys.
The night of fire stealing 2/盗火之夜2 - worldofwarshipasia
The Chinese Edition manga Iris March has released on Bilibili, or you can link to the website by the following link. If you are willing to help me release English Edition, please contact me in email asdfgheff@gmail.com.
We're working on PinBuilder leaderboards for four of the tables that ship with the game. This will provide global high scores for these tables. Because of this, we will be updating the tables and completing their logic and will be fine-tuning playfield component layouts and methods to ensure that the table played is the one that shipped with the game and not one that has been modified in some way. Our aim is to have this done for the next update. We'll provide more details on this in the coming days. User-shared tables on the Steam Workshop will be considered for a position on the leaderboard depending on their design, rating and popularity.
In this update, I've better centered the karma questions to fit on the green cloth background of the gambling table and also added 21 all new karma scenario questions to the game.
The old total of karma questions was 69, and this addition of 21 new ones brings the total to 90 so that hopefully you'll see the same karma scenarios less often. ..Remember that even if the same karma question comes up a second or third time in a play session, the dollar amounts you receive and the karma loss will likely vary due to random dice rolls behind the scenes handled in code to change things up a little.
I hope you are enjoying my 2021 July 21st launch date release of 'The Best BJ'.. I plan on getting to work soon on what should be a really fun new DLC that will change things up quite a lot and add a lot more risk and reward to this game as well. You can see more about the upcoming 'Service Bot' DLC planned right HERE: https://store.steampowered.com/app/2255590/The_Best_BJ__AutoPlay_Service_Bot/?curator_clanid=27737447
Best of luck in 'The Best BJ' or whatever games you are playing out there!
If you want to see live development, or contribute suggestions, I invite you to watch me live on Twitch everyday at 6AM EST.
My Comments
This was a HUGE update. We worked very hard this week to implement a lot of features that have really improved the game feel. Most of these improvements came from community feedback on Twitch, and Reddit.
Over the next 2-3 weeks I will be switching gears to releasing a closed early access alpha build for the community to give me feed back. If you want to participate, join the discord: https://discord.gg/JxGJvqFxVB
Change Log
New Stuff
🆕 : Directional hit indicators. 🆕 : Screen shake implementation. 🆕 : Prop rotation sensitivity option. 🆕 : Health changes colour when low. 🆕 : Props emit sounds when colliding. 🆕 : Reload indicator for Assault Rifle alt fire. 🆕 : Animation to spit splash effects. 🆕 : Walk mode for player. 🆕 : Crouch mode for player. 🆕 : Toggle crouch and walk options. 🆕 : New particle effects for zombie spawners.
🚮 : Slow effect from spit projectiles.
Changes
🛠 : Increased Horker projectile spread from 2.5 - 4. 🛠 : Prop rotation speeds to be uniform. 🛠 : Replace health UI icon. 🛠 : Assault Rifle alt fire rate reduced from 60/m to 6/m 🛠 : Lowered Medispencer healing rate from 15 to 10. 🛠 : Reduced player jump height. 🛠 : Increased Crate size.
Bug Fixes
🐞: Reduced spit projectile collider size. 🐞: Lowered Crawler footstep sound threshold. 🐞: Grenade projectile shouldn't clip through walls or floors anymore. 🐞: Medispencer now interrupts use when the mouse leaves its bounds. 🐞: Zombies should be less likely to get stuck on props.