So it's been a while (2016) since I last updated this devlog. Figured I should remedy that.
I am still slowly but surely chipping away at the game, on and off. I haven't had as much time to work on it as I would like and it has often been on hold entirely for months as work and other things have gotten in the way.
While I haven't kept up with the devlog, I have been making *some* progress in the past few years. So to start I'll be posting a recap of some of the stuff I've been up to...
I stopped sharing complete builds of the game around version 20 and the last demo was for v23. I was thinking of doing some closed testing at the time, but in the interest of showing tangible progress I'm going to just release a few of those WIP versions now:
hellas_v24_win.zip - from 20-01-16 (includes boar & lion test levels)v24 - changelist- procedural lvls 1st pass (layout, items, temp art)
- reworking slope collision [WIP]
- DOWN + JUMP to drop from pass platforms
- jump only once when JUMP held down
- player no longer does falling dmg [too confusing]
- start without shield, pick up in lion cave (or later)
- lion invulnerable to piercing weapons
- lion improved jumping over gaps while chasing
- lion jumps or drops down from tiny platforms
- fixed: lion never jumping up (only down) on patrol
- increased heavy walk speed
- tweaks to heavy throw speeds in air and moving
- skeletons (visibly) anticipate jump from stand
- skeletons take friendly fire from spears
- players + skeletons drop spear when bashed without block
- skeleton alerted by nearby attacks
- fixed: skeleton skipping reaction time if player lands right in front
- stone blocks have hitpoints, break on 3x hard impact
- decreased height needed to break fragile rocks
- screen shake for stone breaking on heavy enemy
- improved stone break particle fx
- GRAB-power divine hand grabs empty air when no target under cursor
- if BLOCK held during climb, hero goes back to block after climb
- gamepad: L1/R1 no longer used [feels better with block & power on Triggers only]
- VS: re-arranged HUD, sacrifices top right, score top center
- revised dmg source detection, fixed sheep not always detecting correctly
- fixed: broken player transition on throw before landing
- fixed: wine sacrifices not respawning in VS
- ported legacy audio code to GM Studio system
- misc tweaks
That build was from January so this was mostly stuff I worked on the previous year (2015).