Hello!
Some updates. We're crunching together the final pieces this weekend.
Don't have a set launch date yet, but mid-november.
Some footage of the dramatic death matches taking place at the office from time to time.
Got some people in our local indiedev to playtest in tournament mode yesterday. Good fun!
Excerpts from the technical changelog:
- Zombie headchop animation tweaked
- Rock giant rock shadows
- Volcano rock shadows
- Dragon lord flies away if hero gets too close (and a few other tweaks)
- All text outlined in the village (merchant, gambling etc.)
- Boss intro and health bar text fancier
- Throw sound for axe trolls
- Enter can be used to interact if keyboard is chosen as input method
- Interacting bugs fixed in co-op mode
- Fixed Rogue and Paladin unlocking music stop bug
- Alpha blending disabled when drawing scaled game to screen (should improve performance)
- Now there are thieves mucking about...
- Map screen crash after getting all crystals fixed
- Whispering Woods difficulty tweaked
- Fixed depth issue with crystal gained message
- More thorough game mode texts
- Afterlife ladder climbing removed
- Sorcerer bug definately fixed (maybe
Some epic knight in a threatening pose:
Now and then you get a funny glitch: Final Boss is ...hmm..a minidrone?
Will try to sort it out now. Scaling issues.
Stay tuned!