Category Archives: Devlog

Bring me to church – alpha v0.3.5

Filling out level 1 with more stuff, making adjustments to enemies and paths. It’s like a construction site here. I’m hoping to be finished in the next 2-3 iterations.

New things to expect in very next build?

  • beer
  • potions
  • NPCs

and more
In the meantime check out the new build and let me know your thoughts!

Death’s Scythe and other tweaks, fixes and changes

Added Death’s Scythe with one attack at the moment, I also made a bunch of other adjustments and fixes to make things more stable.

I tuned the stamina and magic costs and regeneration values. The Scythe is very OP, but drains stamina like fruit juice.
I’m planning on adding an animation and effect for when you pick the Scythe, but at the moment it’s just a transition.
I had to change a few things around in order to support additional weapons, but I always knew that going in, I just made what was useful at the time.

Oh the Pistol will also let you know you ran out of Magic, spamming the attack buttons won’t drain your stamina and magic.
Opening Chests and Gates won’t affect those either.

Anyway check it out and tell me what you think:

Road to the tower

So during the past few days I have been making a number of improvements to the game according to feedback

First I increased the number of enemies around the map and put in some additional stuff trying to fill in the map, you can see the enemies in circles below. I had to implement a couple of lines of optimizations to avoid doing any calculations for this amount of enemies while out of sight, but it was easy.

Tons of enemies, seen here as circles, which represent their aggro-radious

So now about half the level has a medium to high distribution of enemies.
I also added a tower to the level, which will be your destination. Just an asset from the asset store for now. Added some fires and voila:

A tower I found on the asset store, good enough for now

Then I wanted to add some settings so that people could have at least a bit of control on performance in-game, before I roll out a complete set of controls. Someone mentioned motion blur was too much and I saw someone play with a low frame-rate and it was really bad.
So I added motion blur, bloom and ambient occlusion controls, since those are the heaviest effects.

Quick and dirty on/off switches to make life easier

Finally I created a live cursor, which recognizes enemies and tracks them if you can hit them, at the moment it is just a green particle effect, but the plan is to make her into a fully fledged character. Joan the Pixie will follow Jack around and give him hints, target enemies and have a voice, so that the game isn’t as silent and lonely as it is now.

Next on the agenda?

  • complete the level
  • make a navigation map
  • add more enemies and props
  • add interactive objects and characters

but first the map. You can download and play it now

Finally a site for Jack

Since the first alpha was released we now need a permanent home for Jack and his adventures.

You can check this page for the latest developer diary entries and to learn about happenings concerning the game in general.

You can get the latest build on these sites:

Alpha 0.2.41 Video

Stay tuned for great things!