Here's another quick weekend hotfix, thank you again for your reports!
- There is now a definite limit to the number of VFX:s that can spawn, which should prevent some of the null reference exceptions some of you have been experiencing. NB: In especially intense situations you may find that no more VFX:s are being spawned. You can adjust the max number with the new slider in Settings under Graphics - 25 has been proven to be plenty in most situations, but YMMV! - The end-game dungeon trap in the Temple no longer spawns an endless number of golems, and it also handles it more elegantly if you leave and return without finishing the puzzle. - The invisible walls in the first Temple level are no longer invisible.
I'm happy to announce our comeback update. I have..
Fixed every reported bug so far, and a few more.
Reworked every map in the game and added many more.
Reworked some of the dialogue (Complete dialogue rework coming soon!).
Changed character names to fit the era of the story more.
Changed the title screen BGM from the MV default one to our own original theme music (You can still mute it in the settings ofc).
Fixed the Novel eBook DLC being inaccessible and you can now open the PDF through the game or by simply locating it in game directory, specifically in "dlc_novel" folder.
Stay tuned for more updates, and looking forward to hearing your thoughts.
Hello everyone. there are many small updates all bundled together in this post. I am working on fixing critical bugs and balance issues atm.
Updates
Did a balance pass on world 2 map 1 Did a balance pass on world 2 map 2 Reduced Flamer armor from 5 -> 4 Increased the splash range of defenders from 30 -> 40 Capped fps to 120. Added in spore artillery descriptions.
Bugs
Fixed a bug where the defender was using the wrong particle effect when splash was upgraded. Fixed a bug with the evolution chamber where some evos were not wanting to unevolve. Fixed particles spawning at world 0,0 Maybe I fixed a crash with particle effects? Fixed a bug with the evo chamber not counting well. fixed a pathing bug that would lets buggos run outside the map. Fixed a bug where deleting a spore turret would still spawn spitters. Fixed a bug where those spitters spawned by the deleted turrets were immortal. This causes so many down stream issues. Fixed a bug where spore artillery spawning swarmers would mess with enemy target finding
Hello! Today, I'd like to write about how we improved the bridge in our game.
In our game, terrain objects like the bridge shown above appear frequently. Although it looks simple, it was outside of the in-game tile system, so placing it required unnecessarily complex work.
Manual placement was required to position the asset properly in 3D space, and various exception cases had to be handled.
But even when the bridge had no special gimmick, it still felt good as a decorative element, so we wanted to place more bridges.
So, we decided to systematize the bridge.
1. Plan
First, we sketched a concept design for the new bridge.
One thing we had in mind when drawing the concept was a game we saw long ago called Princess Blitz.
It’s something we saw quite a while ago, but it sometimes popped into our heads. We thought it would be great if the newly created bridge could move dynamically.
In the image above, we lowered the bridge, and internally we thought it looked fine.
2. Resource Standardization
We considered how to standardize the assets to easily create bridges of various shapes. Ultimately, we composed the bridge to match the tile size with front/back handles and planks.
The original file on the left is automatically organized into the resource on the right. The width and height of the original resource can be longer, which increases the variation of the result.
There is no rope connecting the bridge in the illustration; the reason will become clear as you continue reading.
3. Bridge Placement Tool
The reason for improving the bridge was to make placement as easy and simple as possible. Explaining how the tool works in writing would be too lengthy, so it’s better to show it in action!
Select a bridge type and drag to create the bridge. Editing and repositioning are also easy.
4. In-Game Polishing
This is the initial look of the newly implemented bridge.
The plan was to tile it and simply sway it with the character’s movement, but that was a miscalculation. The rope appeared to be broken into segments more than expected, and the shape of the bridge didn’t look natural.
So, we began the improvement work. The intermediate steps were not recorded because we were engrossed in the process.
It’s a shame...
After many modifications, this is the completed look. We adjusted various formulas to make it feel natural and replaced the rope with a line renderer.
The new bridge now also supports cases where the start and end heights are different, making it usable in more varied levels.
Additionally, it reacts to the weight of objects placed on the bridge.