Tangleworm
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« Reply #40 on: July 22, 2024, 12:36:36 AM » |
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Finally starting to add more enemies and bosses to the game. Units can now have unique reactions, such as memorizing player cards it witnesses -- the newly added Wood path boss uses this as its key mechanic, as it will remember cards that you play within its line of sight, and use them against you on its turn. I've also tweaked how a few statuses work: for example, Exposed (take more damage) now halves instead of completely disappearing, and Weakened (deal less damage) also halves instead of decrementing by one. This encourages battle to push towards a resolution.
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Tangleworm
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« Reply #41 on: August 06, 2024, 09:47:00 PM » |
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Finally, tutorials! I'll be taking a pause on regular updates for a little bit to implement the next column of the game (persistent equipment). See you in v0.3!
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Tangleworm
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« Reply #42 on: September 05, 2024, 10:39:26 PM » |
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Work on the next column of the game is proceeding, but I took some time to cut together a proper trailer for the work that I've done so far.
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Tangleworm
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« Reply #43 on: September 22, 2024, 02:01:58 AM » |
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Persistent character traits, the spice of any roguelike, have finally been added. There are now 30 Memories in the game -- sort of like Slay the Spire's relics, but I plan on having them do stranger things. Now to keep fleshing out the game with content and story.
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Tangleworm
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« Reply #44 on: October 04, 2024, 09:49:40 PM » |
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This one's mostly fixing bugs and adding more content -- new cards, items and memories. Characters now have their own unique memories, which have a chance to be drawn at character-specific memory rewards. I thought of these like skill tree nodes in an RPG.
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Tangleworm
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« Reply #45 on: October 13, 2024, 12:04:22 PM » |
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Placeholder music has been replaced by the (work-in-progress) real music by Will Goss! Very excited to continue developing the sound of the game. In the meantime, I'm continuing to add more content and more quality-of-life features to flesh out the game. Turns out a lot of the "feel" of a roguelike lives in how it paces its encounters, so this is something I'll be tuning behind the scenes for quite some time.
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Geoff Moore
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« Reply #46 on: October 14, 2024, 03:37:24 AM » |
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This looks sooo slick! Love the art and aesthetic, and the UI looks really snappy and satisfying to interact with. Amazing work!
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Tangleworm
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« Reply #47 on: October 14, 2024, 12:33:16 PM » |
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This looks sooo slick! Love the art and aesthetic, and the UI looks really snappy and satisfying to interact with. Amazing work! Thank you so much! I appreciate the kind words!
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Tangleworm
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« Reply #48 on: October 18, 2024, 02:10:07 PM » |
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Characters now get their own little poems to accompany a preview of their starting abilities! They each now have 9 unique memories, which should be plenty to go along with the universal memories. Gonna prioritize enemy variety from here, but hopefully soon I can put up a Steam page and present a demo.
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Tangleworm
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« Reply #49 on: October 30, 2024, 03:16:28 PM » |
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THERE WAS A BUG THIS WHOLE TIME WHERE THE CONTROLS TUTORIALS DIDN'T APPEAR UNTIL THEY WERE RESET In other news, some more fun cards have been added, like an infinite-range melee attack that does more damage the further you move, and a lightning-chain AOE.
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Tangleworm
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« Reply #50 on: November 14, 2024, 02:45:36 PM » |
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Fleshing out the game a little bit before I take a pause from regular updates to work on 0.4. It'll be an interesting challenge balancing everything since all the pieces of the game interact -- for example, I've made a bunch of enemies gain Block to increase the value of block-stealing and block-breaking cards. I'll try to have Mac and Linux builds up soon too!
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Tangleworm
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« Reply #51 on: December 16, 2024, 12:59:55 PM » |
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Mac and Linux builds are now available! I have no guarantee that they'll work, but please let me know if they don't. Also, you can now kick enemies off ledges, and terrain can have unique effects. I now have no excuse to not start working on the game's story.
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Tangleworm
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« Reply #52 on: December 27, 2024, 06:09:11 PM » |
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(let's pretend I didn't forget to update the tigsource devlog last week)It's easy to lose sight of what information is obvious or obscure to the player after working on a project for a long time, so this update has a bunch of tweaks to convey structural information like how many areas are in a run. I'm sure it'll be a continuous process of realizing something only makes sense to me because I developed it, then tweaking the presentation. Thanks, players who aren't me!
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Tangleworm
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« Reply #53 on: December 30, 2024, 03:25:05 PM » |
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Promise I've been writing the story intro behind the scenes. In the meantime, please enjoy this fancy menu that acts as a reference for the elemental cycle, as well as more cards and memories.
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Tangleworm
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« Reply #54 on: January 10, 2025, 03:36:59 PM » |
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Finally, story! It's just the first "cutscene" for now, but this should at least establish the premise. It was fun coming up with this tarot card + couplet style of cutscene. It's the only one I can imagine making a substantial amount of, because it would take me forever to animate or draw full-page spreads for everything. Hopefully the lines being poetry rather than prose encourages the player to take their time with it.
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Tangleworm
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« Reply #56 on: January 11, 2025, 01:09:48 AM » |
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yooooooooooooo love what you're making here! Thank you so much!
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