And it was quite the rush for me :D I received a lot of great feedbacks and fixes required. The game needs some more fixes, balancing and improvements, but I feel it is going in the right direction.
I want to thank everyone one for playing the game, giving feedbacks and wishlisting the game !
So... What now ?
Well, now it's time to make it even better and adding more content ! I'm hoping to be able to release the V1.0 before the end of the year.... but my current target is early 2025.
If you want to share feedback
Do not hesitate to leave a message in the community forums or comments, I would love to hear your thoughts and ideas.
It's with a great big smile that we get to announce that ANIMAL WELL has been nominated for two Golden Joystick awards: Best Indie Game, and PC Game of the Year!
Thanks to the amazing feedback and testing from our beta testers, we’ll release the Ultimates Update on Friday, October 25th. To celebrate, here's a screenshot of the Fire Ultimate.
Some of the great stuff in this update…
Ultimate spells for every Magic Skill. They’re so powerful that they can only be cast once a day.
Terrain in combat that enhances positional play.
Weaknesses and Resistances for enemies add a new strategic layer.
Scouting and Abjuration are new abilities to transform battles before you fight them.
A full rebalance of the combat spells to add interesting challenge.
There’s a ton of QoL, balance, and other improvements beyond the big changes in combat. We look forward to all your thoughts on it this weekend!
I've got a smaller-ish build for you, but with some goodies! I was originally hoping to release this before BLFC, but since there were some issues with the changes that needed to get resolved, it got pushed until now so we can resolve them.
This is the first build that was made with a new SDK-style project style which @bluecyroand and @geenz switched us to! This doesn't change any functionality on itself, but it makes building Resonite easier by using a more modern pipeline, which saves all coders time and allows us to spend more of it on implementing other things!
There's a bunch of smaller additions and bugfixes in this as well. This includes fixes to the handling of controllers when switching between controllers and hands with SteamLink. There are still some lingering issues with that, but none of them should be new.
Big thanks to everyone who helped test the updated SteamVR input handling in prerelease to make sure that controller inputs do not break with these fixes: @zahndy, @bigredwolfy, wisemagick1, @rockstarraccoon, @troyborg, @krzeszny, @nytra, Mhowser, @dustysprinkles, @gamethecupdog, @foxobread, ko-tengu, @stellanora, @foxbox., @shdw_x, @siderealscout
New Features:
- Switched internal project files to more modern SDK style (implemented by @bluecyro and @geenz) -- This is an internal change with no functional difference for Resonite itself -- It is an important change, because it uses newer tooling for building Resonite and its components, which in turn simplifies the overall development process
- Added notifications when your permission role in the world is changed (requested by @moonbase__, @draconas_rayne, @modernballoonie, issue #3057) -- You can configure the notification level (or disable this completely) in the settings under "User Interface"
- Exposed 2D versions of Slerp and SlerpWithMagnitude to ProtoFlux (requested by mpmxyz, issue #3010)
Tweaks:
- Upgraded yt-dlp from 2024.08.06 to 2024.10.07 - Upgraded SteamVR Unity Plugin from v2.7.3 to 2.8.0 (SDK 1.14.15 -> 2.0.10)
Locale:
- Merged Russian locale update by @shadowpanther - Merged Chinese locale update by modimobeikete - Merged German locale update by @muppeq - Merged French locale update by @j4.lc - Merged Korean locale update by @mirpasec - Merged Japanese locale update by @.aesc
Fixes:
- Fix earmuff transition range not scaling with the user (based on report by @shiftyscales, issue #2230) - Fix RelayName network statistic not being correctly populated (reported by @bredo, @zyro1331, issue #2958) - Fix Slerp not interpolating properly when the vectors are exactly opposite each other (they will now be slightly biased in the positive dimension) - Rebuild bindings whenever the registered controller changes -- This fixes changes in active controller resulting in the controls being broken in some cases - Fix users with usernames containing slashes and other symbols not being able to be fetched from the cloud API (reported by @mvak, @nepushiro, issue #3085) -- This fixes those users not getting assigned proper default roles with headless -- Note that this is fixed by using different endpoint internally that makes the username a query: `users?name=<NAME_HERE>&exactMatch=true` - Fix ComposeFinger node throwing an exception when given invalid inputs (reported by @modernballoonie, issue #3112) -- The node will now return -1 value when the inputs are invalid - Fix Resonite controllers not tracking anymore when switching between hand tracking and controllers with SteamLink beta (reported by SilvyPaws, issue #2945) -- The SteamVR input handling has been rewritten partly to fix these issues and make controller handling more robust -- Note that there are still Unity crashes present when switching between the controllers/hands. This is likely coming from Unity side and needs to be handled separately
The Guard, Man, Camel, Elephant, Chancellor, Princess, Night Rider, Unicorn, and Amazon are now all available to unlock. These pieces originated through historical versions of chess and chess variants! They will significantly help you in your quest in the dungeons of doom!
The gangs all here!
Chess-based Objectives!
ChessRogue was previously a game where you were supposed to capture each of the enemy pieces before going to the next level, now the goal is to capture the enemy King on each level.
A horse! A horse! My kingdom for a horse!
Dungeon Generation
ChessRogue now features a more dynamic and fluid dungeon generation system, offering smaller, more action-packed dungeons for a faster-paced, more engaging experience.
Fight the enemy with the weapons he lacks
Game Manual
In lieu of a tutorial (for now) we are also releasing a game manual. It can be accessed in game in the "?" menu, and also at this link: ChessRogue Manual
Tons of Q/A and fixes
There was a bunch (a lot) of little stuff that needed tweaking. The Level curve, information for the player, hotkeys, etc.
Well, that's all we have for now. I hope you enjoy the update!
The energy system has been updated. Now the cost of some of the abilities are modified by the cost of the base attack/weapon.
Also the HUD of the abilities has been updated too. Now you can read the energy cost and total damage (and the total damage before altered effects hace been applied if you are in combat) and how it works (For example, Damage = Attack * 0.8)
And I change some stats of the enemies, them should be a little more tough now.
Some bugs have been fixed: -Some item had the texts wrong. -Mask of pain functions. -If you use the ingame button the velocity didn't got saved between battles -"Esc" bug when ended the intro and just starting the world. -Other minor bugs.