The current milestone focuses on adding sounds, but I’ve taken a detour to do something else for the time being: starting to recreate the actual location. It’s time to find out if the gameplay works in the location it is meant to take place in. I’ve spent the last couple of days working on two […]
Update v0.20: Better performance, context sensitive Guardian menu, more video options, new firing mode
Better performance Various actions would previously cause a very noticable lag when they were performed for the first time in a new game session. This happened due to the way the Godot Engine compiles shaders at runtime. The problem is explained in this video. The problem should now be fixed, which removes the lagging for […]
Update v0.19: Improved feedback and movement, new HUD and menus, remappable controls, configurable mouse speed
Better menus and HUD, remappable controls The old HUD was quite disorganized and felt cluttered. Elements have been moved around, resized, grouped and colored The Options menu has a new Input page where the Mouse Speed can be configured The Options menu has a new Keys page where many keys can be remapped. Some keys […]
Update v0.18: Game difficulty increases over time, new VFX, collision fixes
The game starts easier and gets gradually harder Previously the game would always spawn 10 groups of 6 enemies every round. It now starts with 5 groups of 3 enemies in the first round. Every time the player wins a round, the number of groups and members is increased by 1. This is capped at […]
Update v0.17: Bug fixes, balancing, sprinting is more fun
Gameplay changes The sprinting button can now be held down or pressed to toggle sprinting, depending on personal preference. Per default it has to be held down. The setting can be configured in the game’s Options menu. Items now disappear after a while. They will start flickering after they have been in the map for […]
Update v0.16: Barbarians fight back
This update’s most impactful feature is a new skill for the Barbarians and its implications for the player. Barbarians can now throw bottles at the player. If he gets hit too often, he’ll need to rest for a while. Here’s a quick gameplay demo of the new systems, you can read about the details below. […]
Update v0.15: Guardian improvements, settings are saved, various tweaks and bug fixes
Visuals Added trees to the test level to make it look more inviting. Barbarians Barbarians now award 15 Morale (previously 12). Barbarians will no longer target any plot more than twice in a row if more than one plot is available. This avoids playing the same route over and over again if the random dice […]
Update v0.14: Guardian, Barbarian and UI improvements
Update v0.14 focuses on improving existing systems and giving better feedback about what’s happening to the player. Guardian changes and improvements Guardian firing range is much shorter than before. The blue firing range preview is now a half cylinder (it was a full cylinder before) to show that Guardians can’t fire behind them. The blue […]
Update v0.13.0-alpha: Smarter enemies and Guardians, impact decals, better menu
Enemy improvements New features Enemies now try to walk around other enemies that block their way to overtake them. This eases the problem of enemies lining up like beads on a string and walking inside of each other. They still do this, but it happens less frequently. Guardian fixes and improvements New features Guardians would […]
Update v0.12.0-alpha
You can discuss this update in our forum. Guardian improvements and fixes The allies that fire projectiles out of their windows are now called Guardians, because they are stationary and guard an area. They were previously called Window Villagers. A Guardian’s remaining ammo is now centered above him (it was a bit off to the right). The […]