Week 1!
Author: indiefoldcreator
Date:
Wed, 11 Oct 2023
Game: Gnomancer
After a week in Early Access, things are going well. We've been watching live streams and Let's Plays and inviting people to play, and focusing our initial development time on addressing those. Whilst (as you'll see below) we've addressed and improved loads of things, the to-do list is just getting bigger - https://trello.com/b/gg63yuKC/gnomancer
So, if you're not following the daily updates, then here's a weekly digest for you!
So, if you're not following the daily updates, then here's a weekly digest for you!
- Fixed some issues with stat tracking and achievements. This may mean your achievements reset, but re-running the game should force them to unlock again.
- Updated some FAQ entries after watching a couple of streams. Keep 'em coming!
- Wrote a threaded asyncronous texture loading system
- Many textures are now dynamically loaded on-demand via a thread. This should greatly improve initial loading times. I've no idea why Unity doesn't support this out of the box, but it was a fun technical challenge just before release!
- Locked away the skin menu. It's not done! Stop looking at it!
- Added achievement for meeting (and rescuing) the King
- Added achievement for defeating the Fire Golem, the first proper boss. Cat-in-a-box doesn't count.
- Hooked up achievement correctly for freeing the Village
- Made sure Gnomes can't ever get in your way. https://i.gyazo.com/20f37b3978b6a507c0433e87bb7035a7.mp4
- Added 2/3/4 player achievements. Removed the ability to hax in extra players with keyboard shortcuts.
- A ton more polish and detail on the first level
- Blanked out the game camera when watching cutscenes in resolutions other than 16:9
- Added army size achievements.
- Tweaked the lookahead based on Army Offset for Shared camera games, affecting 2-4 player games.
- Tweaked the point at which bosses trigger cutscenes.
- XP per level is now displayed correctly again for people who aren't running at 300 fps. My clever system to keep the framerate up took too long to complete else!
- Rune Rocks have got a V2 placeholder that should be a lot clearer when you've destroyed them.
- Fixed Gnomes Raised readout, that broke when people raised over 100,000 Gnomes. You guys...
- RuneStones no longer look at you when on higher difficulties.
- Changed WSAD to WASD after someone nearly had an aneurism over it.
- Added markers to show if a level is accessible, and where you need to stand
- Added map-to-map markers to show where the next level is, when unlocked.
- Fixed an issue with depth of field on Medium difficulty
- Fixed alignment and tidy up in a lot of menus
- Levels that are unlocked but not completed are now marked clearly on the map.
- Tanks will no longer attempt to block insta-kill damage
- Rogues will no longer attempt to dodge insta-kill damage
- Gnomes you get bonus XP for no longer count towards Gnome deaths
- Fixed collision on a number of fences, meaning powerups
- Fixed an issue where mobs could move up in the air and over players at higher difficulties.
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