oh hey didn't see you there
Oh hey,
I didn't really expect to get any traction here, especially with a project so janky and asset-rippy but here we are. I felt it was about time for me to write something here so people have a general idea of what to expect, so I'll do that and keep everything to a minimum.
New update soon (Jan/Feb?):
Currently has:
-New Models
-New Spell page with proper descriptions for all spells and a small visual update for clarity
-All but one spell has a player animation, sound and visual
-New rooms on Level2 and Level 3, along with a ton of fixes to creating dungeons. As far as I can tell there will be no more bugs when it comes to dungeon generation.
-The big potion inventory glitch is fixed after many hours
-Caves on Level 3 to slightly expand the area and give it more randomization. Not very random since there are only 2 options for 2 rooms, but the foundations are there
-Groundwork for a new enemy for Level3. After I do some navigation/pathfinding changes, he will be added.
-All around bugfixing and some minor balancing
Aiming to add:
-New pathfinding (Unity's isn't very good in regards to reacting to other navmesh agents)
-More room variety and caves for Level 3, and try to up the time to beat the game to around an hour. Tinkering with the idea of having two of each of the first two levels (Level 1a and 1b, then 2a and 2b) where they would use the same room design. It would turn 3 levels into 5, but of course I would need to add more enemies and items and things to fill that out.
-Overall more stuff. Content is now easy to add since all the groundwork is there, so I would like to focus on that. Ideally to give more access to other (not Str+Con) builds.
-Enemy kiting. Currently this is solved for the Spitters, where they will now come to you if they lose sight, but all the enemies are defeated by attack-moveback-attack combos. I don't like that, so I'm aiming to give the tougher enemies a wider area of attack, where if they began their animation and you 'exit' their initial zone of attack, they will get a bit of extra space to hit you. Kiting will work but it won't be super easy as it is now.
TL;DR:
More stuff soon. I am working on this project as much as I can, and will continue to do so since I like it so much.
You can always reach me here for questions or comments.
Kind regards,
osur
Get Tower of Kalemonvo
Tower of Kalemonvo
Hack and slash ARPG inspired by Diablo 1
Status | In development |
Author | osur |
Genre | Role Playing, Adventure |
Tags | Action RPG, arpg, diablo, Dungeon Crawler, Fantasy, Hack and Slash, Isometric, Roguelike |
Languages | English |
More posts
- ToK Update v0.3067 days ago
- The v0.29 Cape-ability UpdateSep 05, 2024
- Hotfix for your troubles Patch v0.28aJul 04, 2024
- The Shifting Strikes Update v0.28Jun 22, 2024
- Hotfix City, Population: MeMay 07, 2024
- The Wizard Held Captive Update v0.27May 02, 2024
- The Armory Restocked UpdateMar 04, 2024
- A Model UpdateJan 04, 2024
- Depths of MadnessNov 23, 2023
- Fixes for fellow friends and Steam DemoOct 04, 2023
Leave a comment
Log in with itch.io to leave a comment.