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Early Access Update 8
This is by far the most important update to the game since the Early Access release.The new features and functions we built during the last few weeks will allow us to design, implement and track better and more content for the game campaign in the next months. This is why “update 8” took so long: we re-built from the ground up several core elements of our project, and we are now ready for the challenges ahead. New scalable game system We implemented a new scalable system that allows every game element (from items to enemies) to scale up with campaign progression. This system allows the same elements to exist and be spawned at different “tiers”. Each tier increases how powerful that element is. Let’s use an hypothetical “armor of cool” item for example. This is how item stats change with different item tiers:
New throwable damage calculation We reworked the way we calculate damage from thrown items, allowing better scaling. The damage calculation is actually pretty simple: Thrown item damage = (item damage * character bonus damage multiplier) GUI Added an interface to the inventory to display weapon/items effectiveness and damage Added a new “active perk list” tab to the inventory. Slightly Improved the Arena mode interface. Item spawners / altars We added a new type of item spawner. You will now find small pedestals with useful items on top of them. Some of those spawners will also regenerate the item if it is destroyed. New items Added new lava pastries and improved the older ones. Added more volcano-themed gear. Added more volcano themed throwable items. Added new items for the arena mode games. Improved Arena Mode Arena mode games are designed to be instant fun for multiple players, so we implemented some extra gameplay rules to temporarily remove the RPG complexity and allow a more arcadey gameplay. In arena mode games players start without items and are not allowed to open and manage their characters’ inventory. When players pick up a new item in arena mode, the old one is dropped on the ground and the new one is automatically equipped. In addition, throwable items now respawn when their number in the arena level gets too low.
The following paragraphs contain features that are not 100% complete. Maybe they need more content, maybe an extra dose of polish, we decided to ship them anyway with this patch to understand how well they actually work, with your help. Ground Traps - WIP We added our first spike traps, so watch your steps! Traps are activated when you step on them, but if you move away really fast you can avoid damage. Trap activation also damages enemies. New resource visuals - WIP We have now different kinds of Salami and Mortadelle. With the scalable tier system controlling how items spawn, the price for the most powerful stuff can rise to very high numbers. We needed more resource tiers to adapt how they drop to this new scale.
So now we have 6 different Salumi tiers, from +1 to +500.000 We are now testing the new visuals and how much the different salumi tiers are readable.
[ 2015-10-12 18:34:33 CET ] [ Original post ]
Features
This is by far the most important update to the game since the Early Access release.The new features and functions we built during the last few weeks will allow us to design, implement and track better and more content for the game campaign in the next months. This is why “update 8” took so long: we re-built from the ground up several core elements of our project, and we are now ready for the challenges ahead. New scalable game system We implemented a new scalable system that allows every game element (from items to enemies) to scale up with campaign progression. This system allows the same elements to exist and be spawned at different “tiers”. Each tier increases how powerful that element is. Let’s use an hypothetical “armor of cool” item for example. This is how item stats change with different item tiers:
- Tier 1 armor of cool: +5 Being Cool
- Tier 2 armor of cool: +7 Being Cool
- Tier n armor of cool: +n Being Cool
- Common Item: tier + 0
- Uncommon Item: tier + tier*0.5
- Rare item: tier + tier*1
- Epic item: tier + tier*1.5
- Legendary Item: tier + tier*2
New throwable damage calculation We reworked the way we calculate damage from thrown items, allowing better scaling. The damage calculation is actually pretty simple: Thrown item damage = (item damage * character bonus damage multiplier) GUI Added an interface to the inventory to display weapon/items effectiveness and damage Added a new “active perk list” tab to the inventory. Slightly Improved the Arena mode interface. Item spawners / altars We added a new type of item spawner. You will now find small pedestals with useful items on top of them. Some of those spawners will also regenerate the item if it is destroyed. New items Added new lava pastries and improved the older ones. Added more volcano-themed gear. Added more volcano themed throwable items. Added new items for the arena mode games. Improved Arena Mode Arena mode games are designed to be instant fun for multiple players, so we implemented some extra gameplay rules to temporarily remove the RPG complexity and allow a more arcadey gameplay. In arena mode games players start without items and are not allowed to open and manage their characters’ inventory. When players pick up a new item in arena mode, the old one is dropped on the ground and the new one is automatically equipped. In addition, throwable items now respawn when their number in the arena level gets too low.
Balance
- Game element spawns and drops have been completely rebalanced using our new system. More powerful items are now less likely to spawn, and some items can spawn only in specific game areas or from specific enemies.
- Normal hits from standard enemies no longer stun the players. Bigger enemies will still be able to stun characters.
- Characters can now take environmental damage while stunned (for instance after being thrown into a lava pit). Being damaged while stunned breaks the stun.
- Characters now take different amounts of damage when they are smashed against walls. Smaller enemies take 100% of their HP as extra damage and they are instantly killed, while bigger enemies, like bosses, take up to 15% of their HP as extra damage. Playable characters take 25% of their max HP as damage when they are smashed against a wall or immovable object.
Work in progress
The following paragraphs contain features that are not 100% complete. Maybe they need more content, maybe an extra dose of polish, we decided to ship them anyway with this patch to understand how well they actually work, with your help. Ground Traps - WIP We added our first spike traps, so watch your steps! Traps are activated when you step on them, but if you move away really fast you can avoid damage. Trap activation also damages enemies. New resource visuals - WIP We have now different kinds of Salami and Mortadelle. With the scalable tier system controlling how items spawn, the price for the most powerful stuff can rise to very high numbers. We needed more resource tiers to adapt how they drop to this new scale.
So now we have 6 different Salumi tiers, from +1 to +500.000 We are now testing the new visuals and how much the different salumi tiers are readable.
Fixes:
- Fixed a bug that sometimes caused throwable items to stun the launching character too;
- Fixed a bug that was causing our throwing cursor to be displayed as magenta-colored quads with some graphic cards;
- Removed a temporary fix that increased the character size while carrying objects that was causing locks and glitches to player movement.
[ 2015-10-12 18:34:33 CET ] [ Original post ]
Super Cane Magic ZERO
Studio Evil
Developer
Studio Evil
Publisher
2019-05-30
Release
Game News Posts:
48
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(349 reviews)
The Game includes VR Support
Public Linux Depots:
- Super Cane Magic ZERO LINUX [980.45 M]
Available DLCs:
- Super Cane Magic ZERO - Soundtrack
Super Cane Magic ZERO is what happens when an action RPG takes place in the extraordinary world created by a witty comic book artist.
Explore the world of WOTF as Coso, Cosa and many other wacky characters. Collect items, fight monsters and explore crazy, dangerous places, alone or with the help of three friends in local co-op!
Sio is an Italian cartoonist, popular for his comic books and his hilarious videos on YouTube. If you wish to find out more about his works, visit his official website!
Right now we are somewhere near 40% of the whole production. This means you can expect roughly 3 times more content and, exponentially, much more gameplay time coming from the combination of randomized scenarios, story mode levels and local pvp arena mode levels. The following list is what we already have in-game.
The game will save your campaing progress and you will be able to bring all the loot and characters you collected in any of the available game levels displayed on the map.
This is a list of features we are developing right now or we plan to develop before we reach the complete 1.0 release.
The belief system subverts combat and exploration rules and also works as character progression.
Explore the world of WOTF as Coso, Cosa and many other wacky characters. Collect items, fight monsters and explore crazy, dangerous places, alone or with the help of three friends in local co-op!
Sio is an Italian cartoonist, popular for his comic books and his hilarious videos on YouTube. If you wish to find out more about his works, visit his official website!
Right now we are somewhere near 40% of the whole production. This means you can expect roughly 3 times more content and, exponentially, much more gameplay time coming from the combination of randomized scenarios, story mode levels and local pvp arena mode levels. The following list is what we already have in-game.
Challenge Mode with procedurally generated dungeons
Right now you can play a first iteration of our challenge mode levels as a standalone game mode with procedurally generated levels. Survive the deadly rooms and defeat all the enemies.RPG engine
Primary and secondary stats, perks and a modular inventory system have been implemented to support your adventures in the world of WOTF.Combat System
Pick up everything, throw everything, eat everything. Our arcade combat system is designed to create tons of different and hilarious gameplay possibilities.Local multiplayer
Battle your friends in arena mode or play co-op up to 4 players in challenge mode!Campaign and World map
The world map allows you to select what level you want to explore. It's going to be improved as we get closer to the final release.The game will save your campaing progress and you will be able to bring all the loot and characters you collected in any of the available game levels displayed on the map.
This is a list of features we are developing right now or we plan to develop before we reach the complete 1.0 release.
In game and meta-game balancing and progression
We are impoving our loot system and enemy abilities. We are working to create better fights and more consistent rewards. We want different items to have distinctive play-styles.Exploration features
We are working on new traps, secret passages, hidden items and a modular system for keys and locked doors. That’s what proper adventuring needs!Belief System
Chartacters in Super cane Magic ZERO will be able to belive to lots of crazy stuff. Whatever they belive becomes ture in the game world.The belief system subverts combat and exploration rules and also works as character progression.
Better GUI and Controls
As we move towards 1.0, our game controls and GUI will get better, also thanks to your feedback!Story
We are working hard with Sio to create a crazy story mode campaign.More content
Just more game. As our mechanics and game creations tools get better, we are going to release and uptate our game content, so expect an increasing amount of bigger and better enemies, items, bosses, tilesets and levels.Want to find out more? Follow Super Cane Magic ZERO on:
MINIMAL SETUP
- OS: Ubuntu 12.04 LTS or SteamOS
- Processor: Intel Core2Duo 2GHz or AMD equivalent (or better)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD series 5000 (or better) or discreet video card
- Storage: 2250 MB available space
- OS: Ubuntu 12.04 LTS or SteamOS
- Processor: Intel Core i5 series or AMD equivalent (or better)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 512 MB DirectX 9.0c compatible graphics card (shader model 4)
- Storage: 2250 MB available space
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