Spellbound Update #3:
Author: indiefoldcreator
Date:
Sat, 24 Aug 2024
Game: Spellbound
Genre:
Action, Adventure, Indie, RPG, Early Access
Developer: Wobbly Duck Studios
Release Date: Mon, 05 Sep 2016
Developer: Wobbly Duck Studios
Release Date: Mon, 05 Sep 2016
UPDATE: The story telling system has been overhauled to reflect how I envisioned it. Now, you pull a book off of the shelf and read it, and then enter into the storybook world. After you complete the level, you return to the story and conclude it. This completes the narrative game loop, so now we have a nice beginning, middle and end, and we're now staged and ready to begin the next story in the series.
UPDATE: Player profiles have been added on the backend. For now, you play with the default profile, but eventually you'll be able to customize settings and properties to get the best play experience.
UPDATE: The pickup system is being overhauled. Though you can't see it in action yet, you can now telepathically collect pickups by pointing at them. There are no pickups in the prelude level aside from spells. This object interation system will be pretty important for the next content.
UPDATE: The wraith projectile visual effect has been polished.
UPDATE: The prelude level has a cave system tucked away
UPDATE: You can now calibrate your height in the library world (press the right thumbpad).
FIX: Zombie AI was getting stuck in an idle behavior pattern some rare cases. This has been fixed.
FIX: Zombie AI was not navigating around walls because the navmesh was not recognizing them as blocking objects.
FIX: Seeking for the homing system has been improved. This makes the arcane missile slightly improved.
To be totally honest, I really don't keep track of every little thing I fix. One of the things I'm going to be trying to figure out in the next update is how to record full screen 16:9 video of a VR game. This is necessary for creating a better game play trailer and will help anyone trying to create youtube videos or twitch streams of gameplay. The other focus will be to complete the content for the Prelude chapter so that I can move forward and resume building the content for Book 1.
UPCOMING NEWS:
-Leap motion has been kind enough to give me early access to a new build of the new Leap Motion plugin. I'm going to start digging into this in the following weeks. I'm not sure how I'm going to handle locomotion yet.
UPDATE: Player profiles have been added on the backend. For now, you play with the default profile, but eventually you'll be able to customize settings and properties to get the best play experience.
UPDATE: The pickup system is being overhauled. Though you can't see it in action yet, you can now telepathically collect pickups by pointing at them. There are no pickups in the prelude level aside from spells. This object interation system will be pretty important for the next content.
UPDATE: The wraith projectile visual effect has been polished.
UPDATE: The prelude level has a cave system tucked away
UPDATE: You can now calibrate your height in the library world (press the right thumbpad).
FIX: Zombie AI was getting stuck in an idle behavior pattern some rare cases. This has been fixed.
FIX: Zombie AI was not navigating around walls because the navmesh was not recognizing them as blocking objects.
FIX: Seeking for the homing system has been improved. This makes the arcane missile slightly improved.
To be totally honest, I really don't keep track of every little thing I fix. One of the things I'm going to be trying to figure out in the next update is how to record full screen 16:9 video of a VR game. This is necessary for creating a better game play trailer and will help anyone trying to create youtube videos or twitch streams of gameplay. The other focus will be to complete the content for the Prelude chapter so that I can move forward and resume building the content for Book 1.
UPCOMING NEWS:
-Leap motion has been kind enough to give me early access to a new build of the new Leap Motion plugin. I'm going to start digging into this in the following weeks. I'm not sure how I'm going to handle locomotion yet.
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