Welcome to this week's update!
As promised, we finally finished the new boss! So let's get right into what's new, shall we?
Zorbius Teleports Onto The Battlefield
The new boss is called
Zorbius! He is a menacing wizard that can
teleport himself around the room and shoots
Energy Balls at the player.

He also can do a
charge attack and gets more difficult the lower his health gets.

Of course, you can configure the projectiles he shoots, so you can also make him shoot bombs for example for super chaos!
You can also make him invisible! Here is a silly quick attempt at recreating the Ganon boss fight from The Legend of Zelda on the NES with an invisible Zorbius.
Energy Balls
Zorbius introduced the new Energy Ball projectile, which can be reflected with a spin attack. Use that to your advance in both combat and puzzles!

He is currently missing some sounds, and a polished death animation, but we'll be finishing those off in the coming days!
Remote Bombs
The remote bombs have no fuse... they are
detonated manually! This should be really useful in puzzles especially, so I can't wait to see what dungeons are being made with it.
Entrances Got A Facelift
The old entrance was super poorly made, so we decided to draw
all entrances custom!
Old dungeons using the previous entrance don't break, but using new entrances now will utilize this new one.
Volume Scaling To 200%
Some people have reported the game being a bit too quiet, so we added the ability to scale the volume to to 200% from the default 100%. I hope that helps!
Significant Performance Improvements
Another week, another round of very major refactors that have significantly improved the game's performance in most areas this time.
Not only general gameplay and making rooms a lot less prone to lag with
many entities, but also editing your dungeon is a lot more snappy now with large rooms, and especially using the
paint bucket tool.
Changes To How The Floor Below Is Shown
We've made a pretty significant change to how the floor below (for example through a hole) is being rendered in the game.
Previously, It was using a perspective which made it shrink a bit, which looked cool, but was unintuitive while playing and also while designing the dungeon, as tiles didn't always line up 1:1.
This is now changed. The floor below is now rendered fully orthographically, meaning tiles will line up 1:1. This was not only done because of visuals, but also due to some technical reasons, which also makes the floor below rendering a lot more efficient now, essentially making it negligible.
What's Next
Next week, we will be releasing the new Enemies that we have talked about before! So I hope you are all excited.
See you next week!
[ 2024-08-23 22:58:53 CET ] [ Original post ]