Thank you very much for your continued support for 7 Days to End with You. Official merchandise for the game is now available on the PLAYISM Official Store!
Currently (January 2024), we have an acrylic stand of our red-haired friend, and a coffee mug with words in the game's original language printed on it.
Previously, the coffee mugs were preorder only, but they are now officially in stock and can be sent out right away! Please take a look and see if you'd like to add any merch to your collection.
- Updated the UI for the list of anomalies. - Displays the total number of anomalies and the number captured. - When clearing the game, highlights anomalies captured in that session in green, improving visibility of which anomalies were captured.
- Added several dummy capturable locations. - Added an axis inversion feature for viewpoint control, accessible from the settings screen. - Adjusted the capturable areas for some anomalies. - Made several material corrections. - Added and improved models. - Bathroom - Added a drain. - Added rails at the boundary with the room. - Added a hot water supply port to the bathtub. - Adjusted the hole size in the bath chair. - Added a lever to the washbasin. - Added a model for the internal key of the toilet door.
- Anomalies (spoiler alert) - Addressed the issue where changes after capturing the "Closet Back Hallway" were unclear.
Sorry for the delay with this update. I have now fixed the issue where you die after making a delivery.
Somewhere in the code it was overwriting the 15 second value and making it default to 0. When the timer hits 0, you explode. So every time a delivery was made, it set it to 0 and KABOOM! I can now say this will no longer be an issue.
There are also some new timing changes after a few people game some feedback about the game being too difficult to learn. Hopefully these new timing changes will help the game to be more accessible.
The first Season of Darksword: Battle Eternity is about to come to an end! We would like to thank everyone for your support and participation.
With Season 1 ending, here are some of the key points about the Season Competition:
- Season 1 will end on Thu Feb 1 00:00AM UTC. Afterwards, players will no longer be able to renew their leaderboard rankings and gain Season Points until Season 2 starts.
- Season 2 will begin on Thu Feb 1 02:00AM UTC. At this point, the leaderboards will be renewed, and players will be able to gain Season Points for the Season 2 Battle Passes. Please note that individual progression data will not be impacted by the Season renewal.
- Top leaderboard rankers for Season 1 will be recorded in the Hall of Fame channel in our Discord channel, and the players who scored the highest on each mode & platform will be given a prize of 100 million gold!
We also sent out an in-game notice in the mailbox where you can receive 1M gold, so don't miss out!
Thank you again and see you in the Twisted Corridors!
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.