Hello everyone!
This news will replace the usual dev-blog for this month (since there is not much to talk about for a dev-blog).
The update was much more intensive than I expected, especially as some last-minute fixes introduced a few bugs, and some content wasn't properly play-tested in the last few days (damn you Rune of Necromancy and Spectral Dagger!).
Sorry for all these patches and the number of bumps on the ride.
What's the plan?
Now that most of the urgent matters have been taken care of, I would like to take a few days off and then return to do one or two last hotfixes to fix some of the last issues reported.
modding contest
After that, I would like to make a modding contest on the subject of modded challenges.
I'll talk in more detail about it, and I'll need to make a proper modding guide on challenge creation. You are more than welcome to ask all the questions/things that are not clear to you so I can properly respond to them in the modding guide.
I'm hesitating to add a small cash prize (about $100), but that would also mean having to make sure everything is fair and no one feels cheated, so having a proper marking scheme, which I absolutely don't know how to properly make for this sort of event.
There is also the idea of keeping modding "healthy/sane" and adding money into that could also lead to a bit of toxicity.
Game OST
At the same time, I want to focus on creating the Steam page for the game OST to finally start selling it, also adding a sort of "deluxe" edition of the game that would contain the game + OST + the two pet DLCs (that would be "free" in the bundle).
0.10.1
Once all that is done, I'll focus on a medium-sized patch (0.10.1). Here are the currently planned things for this patch, with a target release in September (so may move around).
- Twitch integration (if it's not too long, otherwise, pushed to 1.0)
- Missing sprite & animation for Manor's enemies (Hope to have them finished by then)
- Add a menu where players can re-read tutorial text
- Add tutorials for shrines, altars, buffs, Quickmode, and equipment
- Search bar for equipment modifiers
- Adding secret achievement hints when all other achievements are completed
- Making super secret achievements visible with a hint when all secret achievements are completed
- Listing the 3 achievements that are closest to completion in the main menu
- Cursor option menu rework to properly display the size with a gameplay image as background
- Searching for options in game options
In the following week, I'll start making a "Community Feedback" round on the Discord to discuss QoL suggestions, the possibility of adding a manual attack option (or a dedicated avatar), and some minor ideas I want to explore.
1.0
After that, the work for 1.0 will finally start. I expect 1.0 to be much smalled than 0.10, but that's also what I said for every previous patch...
So far, I'll need to properly test the idea of a talent skill tree to see if it's a good idea to implement, especially since the equipment system adds a lot of complexity to the game's meta-progression.
I don't know if adding even more on top of that is necessarily a good idea.
Otherwise, the plan for an alternative zone to the cave should be fulfilled, along with the addition of the final World-Tier, A-rank (Sorry, no S-tier planned), with the addition of the 6th and final biome.
There are a few surprises that I want to implement, but that will be discussed later.
[ 2024-08-14 17:10:04 CET ] [ Original post ]