A nice big patch


Latest Build notes:

-Added another level, with two brand new enemies and all new rooms
-Redid the way spells were learned. The shrine will now drop books, which  also drop more frequently to allow experimentation with an +Intelligence build. Books also base their requirements off of the current level of the spell, instead of a  flat, unscaling requirement.
-More items.
-Almost all items now have a visual 3d object, represented on the ground and on the player model
 -More magical item attributes
-Magic items now have better name generation
-Magic items now have random color values to differentiate them from normal ones. These colors also are seen on the player model
-Magic items now drop from a loot table instead of randomly. Items will now spawn mostly on the level equal to the item level (basic items at the start of the game, better ones later on) 
-Two handed items are now visible on the player model, and come with their own basic animations
-Fixed all known inventory bugs and crashes, including the fabled potion bug!
-Improved room generation. There shouldn't ever be an issue with generated rooms.
-Improved creature spawning. Some enemies are set to spawn less often, and rooms will now be less filled with only one type of enemies (with some specific and intentional exceptions)
-More shrine effects, and changes to the existing ones!
-More named enemy buffs, with visuals added to some of the old ones
-Fixed Frenzy named enemy aura to work properly, instead of being hardcoded to which enemies it applies to
-Added attack speed and attack accuracy to items
-Improved item information displayed on hovering over items in your inventory
-Solved legions of bugs and issues -Improved wall transparency when player is behind them. Still needs a bit of work, though And many, many more smaller things.

I hope you enjoy this game! Feel free to reach out to me for any comments or discussion. Development for this is far from over, expect a smaller patch soon, and another large one before summer. The groundwork for most of the major aspects of the game scripts are finished. Slowly I will begin to add large amounts of content, and start working on the atmosphere and story of the game. 

In detail, the next large steps I intend on doing are as follows:

-Another level using the visuals from the Upper Halls
-A level beyond the Bug level, continuing the progression. It will use a different generation script, since it will be 'tunnel like' instead of 'room like', similar to the cave sections encountered.
-Save/Load! 
-Switching levels and the ability to return to a previous level. Currently, when you go up a floor, you're stuck there. Time to fix this bit.
-Adding a roof-type visual to highlight where rooms end and empty spaces begin. This is an oddly complicated problem, but I have a solution in mind when it comes to fixing this.
-Pathfinding improvements, including fixing enemies getting stuck behind doors.


The next smaller steps are the following:

-More spells, and fixing some of the old finicky ones like Yawp (disabled currently), Shocking Strike (the knockback) and Summon Snake 
-More enemies, with 3 already waiting in the pipeline
-Looking into adding ranged weaponry, and other item types.
-New structures to add a bit of choice for a player's equipment. Think 'trader'.
-Other smaller ideas and general content. Gotta add more of everything, one step at a time.

Thanks for reading

-osur

Files

osurgame v0.08a.zip 417 MB
Apr 08, 2021

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