It’s been almost 3 months since the last blog post, but we’re back at last and we have some news to tell you all. Our feelings struggle between two opposites at this point. On one hand, we have this feeling of relief because we finally got everything needed to close and deliver our project (even though the game is far from done). On the other hand, we feel kinda blue thinking about the uncertain future of Death Legacy. We have now to think thoroughly whether it’s worth keep on with the updates from now on. In the end, we’ll make the decision based on how busy we are from now on and the opinions of the people that have followed us so far. A HUGE update in all the aspects of the project comes along with this post and with it, we eagerly hope for a amount of feedback from you.
Putting feelings aside (since we are programmers and we ought to be as cold as ice), following this lines comes a list of improvements we’ve got done during this summer vacation:
- GameLab Feedback
- A movement key can be left pressed in order to keep on moving in the same direction.
- You can close the book by pressing the “ESC” key as well as clicking outside of it.
- A new button “Take All” in every loot window.
- Some known bugs fixes
- Fixed a bug that occurred when two races with different number of equipment slots are selected in the same game session.
- Several crashes related to battling near doors.
- Big amount of bugs which freeze the turns queue.
- Fixed some problems regarding lack of connection between rooms (especially the portal one).
- Fixed compass orientation.
- Fixed a bug regarding player dying during his/her turn. This fix made possible to activate poison damage again in the game.
- Wider combat log. Log messages should be showing correctly now.
- Fixed several issues of the AI due to lack of connection between rooms.
- Fixed errors related to the deferred death of the player, that were forcing us to take the player to the Game Over screen immediately.
- New features
- Brand-new map using a system of region check to distinguish between regions where player is, visited regions (with fog of war) and regions to be discovered (hidden)
- Obituaries: we implemented a new system to save and load data. Right now it is used to record stats of fallen heroes that can be checked though the “Obituary” option in the main menu. This aims to implement (in the future) a system of “achievement” track and bonifications that will enhance the replayability of Death Legacy.
- Sight perception (for the player): depending on the level of sight of the player he/she will be able to detect traps and hidden levers.
- Traps: player can get and place traps. On the other hand, unfriendly traps will be distributed across the map and will only be discovered if he/she has enough level of sight perception.
- Secret rooms: just like traps, only players with a certain level of sight perception will be able to spot the lever that opens the hidden door. This rooms may contain chests and fountains/campfires, so they will be useful in terms of survival.
- Other changes
- New sounds: trap, hidden doors, levers, more player screams, and a level up notification.
- Coloured log entries, classified by their types.
- Changed the interaction with the portal for stepping into it to get to the next level (a bit more logical)
- A fixed time after death has been added, to give the player the opportunity of knowing what/who killed him/her.
- Player death animation: sure looks fancy.
Besides the game changes we have uploaded to IndieDB a complete game manual, aimed for everyone that feels a little lost about the game mechanics (and also to everyone that feels he/she is skipping something important). Here it is, the game manual direct link: User manual.
Last of all, we would like to thank everyone that has been following us during this process of development and learning, each advice, design suggestion and “beta testing”. As we mentioned at the beginning of this post, we don’t really know if there will be another post in this blog, but anyone interested in this to happen should be going right now to our page on IndieDB to download the updated version of the game and start giving us some feedback about the recent changes of this milestone. So, what are you waiting for?
Remember that you can contact us via e-mail or in the forums we’ve post about the game: RPSForums, RPGWatch, RPGTemple, and Stratos forums (spanish).
Here comes our last video:
Good luck adventurers!