




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
For the last several weeks we've been working hard on the content and balance of the Mansion - with a goal of getting it to 1.0 quality so we can use it as a template for the remaining zones in the game.
To that end, we added several new enemy variants (Pinkeye Earl, Speyeball Earl, Pinkeye Jr). We also completely revamped the enemy selection/spawning system for both normal enemies and arena challenge rooms. All of the mansion enemies have been moved to the behavior tree AI system and there have been many changes to their behaviors. Several bullet animations have been replaced as we try to work on a style that makes them more visible and give them a consistent feel across the range of enemies. Several enemies got a new coat of paint to bring their looks up to par:
We have also started tweaking player movement/mobility, most of the work in this update went towards giving player smoother movement around props and walls, reducing many cases where you might "stick." Please let us know how this feels to you, we will continue to tweak it going forward!
Besides all that we added several small quality of life things - for instance in arena challenges all enemies now have a spawn warning animation so you are more likely to not have an enemy spawn on top of you. We've hopefully fixed the remaining issues with arenas not correctly opening, thanks to everyone who submitted information that helped us track that down!
Have fun with the update, and always we'd love to hear what you think!
Cheers,
Ryan & Craig
2017/11/16 - 1.11.6529 (Content Update 9)
---------------------------------------------------------------------------
What's New:
* Added shoppe to airship
* Added Speyeball Earl
* Added Pinkeye Earl
* Added Pinkeye Earl Jr
* Props no longer drop health or items, only a (very low) chance of coins
* Arenas now have a spawn warning to indicate that a new enemy is appearing instead of spawning it instantly
* Overhauled enemy generation code to use a new method instead of the old percentage of area calculation method
* Overhauled arena enemy generation to work alongside the new systems
* Added new arena rooms that use the new enemy types
* Modified player movement to work a bit more smoothly around walls, props, and enemies
* Added a 'scatter' behavior and applied it on all rats for more erratic behavior
* Updated to Unity 2017.2.0f3
What's Changed:
* Fixed multiplayer bug where arenas would not finish/resolve correctly
* Converted Speyeball Jr to behavior tree system
* Moved speyeball and pinkeye to behavior tree system
* Tweaked speyeball and pinkeye behavior
* Removed slowing effect from ghost, moved ghost to behavior tree system
* Increased beam range and sweep of tesla sphere
* Converted Skullclops to behavior tree system
* Significantly increased skullclops dash length
* Updated enemy data tooling to account for new enemies
* Removed gungir from relic list until we can add it back in with corrections
* Added logic to behavior tree system to allow enemies to respond to wall collisions
* Added teleport to scatter ghost
* Replaced art for several bullets
* Updated web art and gave it an animated fade out
* Replaced art for ghost and scatter ghost
* Replaced art for bombdemons
* Updated art for rats
* Fixed seed info not appearing correctly in network MP games
* Fixed spawn position of spike traps
* Adjusted collision on spike traps to be a bit more forgiving around edges
* Adjusted player collision slightly
* Replaced skullclops art
* Changed all weapon sound effects to use random selection instead of round robin
* Replaced art for slime jr
* Replaced art for super slime jr
For the last several weeks we've been working hard on the content and balance of the Mansion - with a goal of getting it to 1.0 quality so we can use it as a template for the remaining zones in the game.
To that end, we added several new enemy variants (Pinkeye Earl, Speyeball Earl, Pinkeye Jr). We also completely revamped the enemy selection/spawning system for both normal enemies and arena challenge rooms. All of the mansion enemies have been moved to the behavior tree AI system and there have been many changes to their behaviors. Several bullet animations have been replaced as we try to work on a style that makes them more visible and give them a consistent feel across the range of enemies. Several enemies got a new coat of paint to bring their looks up to par:
We have also started tweaking player movement/mobility, most of the work in this update went towards giving player smoother movement around props and walls, reducing many cases where you might "stick." Please let us know how this feels to you, we will continue to tweak it going forward!
Besides all that we added several small quality of life things - for instance in arena challenges all enemies now have a spawn warning animation so you are more likely to not have an enemy spawn on top of you. We've hopefully fixed the remaining issues with arenas not correctly opening, thanks to everyone who submitted information that helped us track that down!
Have fun with the update, and always we'd love to hear what you think!
Cheers,
Ryan & Craig
2017/11/16 - 1.11.6529 (Content Update 9)
---------------------------------------------------------------------------
What's New:
* Added shoppe to airship
* Added Speyeball Earl
* Added Pinkeye Earl
* Added Pinkeye Earl Jr
* Props no longer drop health or items, only a (very low) chance of coins
* Arenas now have a spawn warning to indicate that a new enemy is appearing instead of spawning it instantly
* Overhauled enemy generation code to use a new method instead of the old percentage of area calculation method
* Overhauled arena enemy generation to work alongside the new systems
* Added new arena rooms that use the new enemy types
* Modified player movement to work a bit more smoothly around walls, props, and enemies
* Added a 'scatter' behavior and applied it on all rats for more erratic behavior
* Updated to Unity 2017.2.0f3
What's Changed:
* Fixed multiplayer bug where arenas would not finish/resolve correctly
* Converted Speyeball Jr to behavior tree system
* Moved speyeball and pinkeye to behavior tree system
* Tweaked speyeball and pinkeye behavior
* Removed slowing effect from ghost, moved ghost to behavior tree system
* Increased beam range and sweep of tesla sphere
* Converted Skullclops to behavior tree system
* Significantly increased skullclops dash length
* Updated enemy data tooling to account for new enemies
* Removed gungir from relic list until we can add it back in with corrections
* Added logic to behavior tree system to allow enemies to respond to wall collisions
* Added teleport to scatter ghost
* Replaced art for several bullets
* Updated web art and gave it an animated fade out
* Replaced art for ghost and scatter ghost
* Replaced art for bombdemons
* Updated art for rats
* Fixed seed info not appearing correctly in network MP games
* Fixed spawn position of spike traps
* Adjusted collision on spike traps to be a bit more forgiving around edges
* Adjusted player collision slightly
* Replaced skullclops art
* Changed all weapon sound effects to use random selection instead of round robin
* Replaced art for slime jr
* Replaced art for super slime jr
[ 5653 ]
[ 1481 ]
[ 4227 ]