Progress Towards Test Stage #2

It’s been some time since the last test. To get the most out of the next feedback session, I have specifically been waiting to make sure there is enough of a difference since the last test to gather feedback and check the performance and compatibility across different machines once again.

There’s still some more things to be completed before the next test, but here’s a look at some of the new things that will be included.

If you want to be a tester, check back when the next test goes live! I need as many people to test as possible to get feedback and bug reports.

Additions Since Last Test Stage

Some of this is covered in the overview topic.

Attempt at fixing visual glitches with textures

Removed all geometry shaders that I suspect are responsible for the graphical glitches like this (not verified yet):

glitched textures
new textures properly rendering

Textures Updated

All textures have been updated to a new style as per: Tile vs Player/Falling Sand resolution

Player character stance has changed

imageimage

Inventory and Gear Slots

A hotbar and full inventory now exists along with 3 gear slots.
Currently 3 types of gear (Ward: Defense, Boots: Agility, Ring: Offense)
image
Example:
Reflective Ward
Reflects 25% of damage received back at the attacker
image

Added 4 new enemies

Moulder, Cave Moulder, Leafwing and Cavewing.
Cave enemies are currently just recolored versions of the surface ones with stat/behaviour changes to make them a bt more difficult

Added 9 fire spells for combat

3 Tiers: T0 Starter, T1 Basic, T2 Normal

  • T2 Normal is expected to be the “proper” tier that will be useful throughout the game, subsequent tiers will provide additional options rather than outright replace anything in T2
  • T0 and T1 are mostly weaker variants of a subset of spells in T2

Example T0 vs T1 vs T2:
Note, the visual effects are currently incomplete. The actual speed of each hit is different. T0/T1 has a cooldown, whereas T2 does not. T0 is also only a two-hit combo, whereas the others are three-hit combos. The magnetising effect that pulls you towards enemies is increased at each tier, making it easier to close the gap.

smoke_punch_2
flame_punch_2
inferno_punch_2

Different spells are intended to be used as part of combat rather than sticking to just one spell. While one is on cooldown you can use a different one to keep up your dps. Spells with low / no cooldowns will do the least damage, but more consistently.
For example, this T0 spell does 10 damage in one hit, has range and stuns the enemy longer than the spell shown above:
smoke_ball_1

Fire Spells also give off light:

Hit Combo

The game now tracks a hit combo and displays it once it reaches at least 5 hits. At 10 hits the damage is a critical hit dealing x2 damage. Every 5th hit after is a half crit (x1.5) and every 10th hit after is a crit (x2).

Example Crit:
image

Combo:

The combo resets if you take damage or don’t deal damage within a few seconds.

World Generation

The world now generates the surface and caves with 2 types of ores and soon with chests of randomised loot.

Frame Interpolation

The game now supports interpolating positions of all kinds of entities which enables support for any framerate (except the falling sand particles which will never support this, instead they always update at a maximum of 120fps).

8 Likes

ooh cool. im excited to see the new random world gen (unless i leave before the new test gets released)

2 Likes

It won’t be long until the next test. I’m just trying to fix any obvious or annoying bugs so that anyone who helps test can focus on things I couldn’t find or provide general feedback that isn’t hindered by issues.

There’s only really 2 more issues I need to fix.

As part of stage 2, there will be multiple iterative updates, just like in the last stage. This means I will be working on and adding new things and adding these into the test, at the same time as gathering feedback.

2 Likes