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Turns and Acts Patch (0.4.5.0) |
[i]Tl;dr Longer turns, Turn timer colors, Acts feature/i]
[h2]Note from Aarimous[/h2]
This patch was aimed at allowing for the player to make the game loop move slower. There are moments as I play the game where another beat or two would have allowed me to make a better move. And as the person who has played this game the most, that means the average player has that feeling a lot. To address this issues I've changed the total game timer down to 4.5 second, which means the player will have about 3.5 seconds to act. I've also refactored the game underlying difficulty handler to now support acts which will be part of the game come early access release.
Cheers,
-Aarimous
[h2]Detailed Notes[/h2]
- Turn Timer
- Total Turn Duration 3 -> 4.5 seconds The goal of this was to allow the base game to have a few extra "beats" so the player can make a better selection. Ideally this doesn't change to much as most turns are quick and easy, but some might take longer to parse and this should allow for that.
- Player Turn Phase now lasts at most 3.49 seconds
- Movement Phase now lasts 0.11 seconds
- Abilities Phase now lasts0.45 seconds
- Enemy Turn Phase now lasts 0.45 seconds
- Turn timer now ends slightly earlier than the actual phase. As the player might rush to pick a tile and I wanted to create some coyote time to allow for that
- Turn timer is now brighter and changes color once the turn get's close to the end
- Misc
- Act Feature : added in acts which will have an act intro as well as rewards for Act 2 & 3. Nothing will change for the demo
- Steam Integration: added in the SDK for a steam integration which will allow achievements and other key steam features in future patches
- Added a level up queuing system. This allows for multiple level ups to happen back to back. More or less just a tech debt fix that shouldn't change the demo
- Adjusted music: toned down the base and "sound effects" in the music as they felt too much and were distracting
- Updated the max time between songs to allow for some more downtime between tracks
- Performance improvements to the A* pathfinding, before the game was doing a lot of extra calculations resulting in small but slightly noticeable lag spikes
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[ 2022-10-11 23:13:46 CET ] [ Original post ] |