Lots of cool new stuff this update, so let’s dive right in!
This update is all about moving forward with our goal of adapting all of the existing zones to use the new room-based generation system. It’s taken a lot of work to get there, but we’re super happy to finally have both the city and forest zones be a step closer to where we want them to be. The forest zone still maintains its more organic shape and scattered tree cover, and be on the lookout for hidden pathways and shortcuts that cut through the treeline. For the city zone, we’ve built upon its mix of narrow side streets, branching paths, and open town squares. When things get dicey, look out for the various alleyways that can provide a quick escape route when you’re in a pickle!
As with the tomb rework from the last update, the current state of these zones is very much an initial rough pass. Our priority was to get them up and running and playable with the new system, and to give them a much needed visual overhaul. We’ll be working on adding more room variety, enemy behaviors/types, and overall polish in future updates.
Alongside the city and forest zone reworks, we also added a range of new chest/treasure room variants. There are now three separate weapon chests, with each corresponding to their appropriate level of weapon rarity. The skull-adorned monster caches are fairly rare, and offer two guaranteed weapon drops. These are great for when you want to overhaul your loadout. The ornate relic chests are very rare, and offer either a relic, or a single soul gem (the persistent currency used to purchase and upgrade relics). The final treasure room variant is a large decorative teapot, that spawns a host of tea/health pickups when opened.
In terms of actual room types, you may also come across a few new variants as you explore each zone. Portal rooms are currently a very rough pass towards reintegrating them back into the game. Things like positioning, terms of when/where they spawn, art/polish, and enemy types spawned are all things that will be tuned and developed as we go. The mansion now has a dedicated exit room that leads to the zone boss. This idea will eventually be incorporated into all of the other zones. Although not currently functional just yet, we also added support for dedicated miniboss rooms. These will be explored further in a future update. Finally, the mysterious, glowing statue rooms are an exciting first step towards developing stronger narrative threads and context that will run through all of the zones. That’s all I want to say about those for now...I’ve already said too much! <<’ >>
Thank you for reading, and for the continued support and encouragement. Please leave any feedback or suggestions you may have in the forums :)
Craig & Ryan