Dev Log: First Major Update


Dev Log

First Major Update

February 21, 2024

This is the first major update for "Go Deep Or Go Home".  I worked on the game full time from August to December 2023.  Here's a list of some of the things that I added or fixed during that time...

Steam Store Page

I created a Steam Store Page for "Go Deep Or Go Home". My primary goal right now is to grow the wish lists for Steam. If you are interested in this game, and want to be notified when the game is eventually finished, please be sure to add to your Wish List.  It's really one of the nicest things you can do for a developer.

https://store.steampowered.com/app/2550910/Go_Deep_Or_Go_Home/

New Stuff

  • Designed a new Logo for the game.
  • All new player character models with new facial features and body physique.
  • Replaced all placeholder monsters in the game with my own models. 
    • Dungeon Environments: Bandit, Pirate, Mercenary, Blackguard, Warlord, Occultist & Brute
    • Cavern Environments: Goblin, Orc, Ogre, Troll, Slime Fiend & Earth Golem
    • Catacomb Environments: Skeleton, Zombie, Dead Guard, Abomination, Wight, Mummy & Lich
  • Every player character and monster has 4 different skin-tone variants.
  • Characters & Monsters show facial expressions when normal, hurt, exert, and dead.
  • New intro scene that does a slightly better job demonstrating how to play. (still a placeholder)
  • Equippable Weapons, Cuirass, Greaves, Headwear & Footwear.
  • Armor designed for male & female characters.
  • Added durability for weapons and armor.
  • Progressive Dungeon difficulty leveling. (the game becomes more challenging as you go deeper into dungeons)
  • Added and improved traps; Door, Wall and Floor traps are randomly placed in dungeons.
  • Breakable Crates & Barrels with Random Rewards that clean up after a few seconds.
  • Pickups: (Consumables, Natural Resources, Man-Made Resources, Items, and more)
  • Locked Chest and Lock Picking system. Chest shows contents when opened.
  • Locked Doors with hidden Key System.
  • Food & Stomach System (consume food to enhance max health and max stamina)
  • Added new Potions and effects (Healing, Haste, Strength, Invisibility, Silence, Shrink & Grow)
  • New Scrolls (Acid, Lightning, Tornado, Earth Blast, Fire Barrier, Force Field, Ice Blast, Mass Death, Mass Smash & Poison Cloud)
  • Skill Enhancing Books (partially developed, but currently removed from the game)
  • Enemy Enhancements (higher level enemies have special abilities such as the ability to shoot projectiles or summon minions)
  • Enemy Vulnerability and Immunity to certain types of damage. (Earth, Wind, Cold, Fire, Poison, Lightning, Force, etc)
  • Enemy Armor (some enemies are able to wear armor)
  • Map System (with Fog of War in randomly generated dungeons)
  • Quests & Rewards - Checklist of items to collect and enemies to slay with a reward for completion. (removed dungeon teleporter)
  • NPCs - Quest Givers, Merchants, Workers and Gossipers
  • Campsite with Repair Workbench and Personal Storage (Stash)
  • Beacon system for finding next quest and campsite while navigating world.

Bug Fixes / Improvements

  • Redesigned Character Creation scene to make use of new character design features.
  • Redesigned World to include a variety of places with merchants and quest givers. (still a placeholder)
  • Only save successful dungeon progress (revert back to previous save if killed or exiting game during dungeon crawls)
  • Improved enemy spawning for dungeons (removed outdoor enemies for now)
  • Prevent crosshair from migrating away from the center of the screen, unless a menu is open.
  • Holding or mashing the attack button puts an attack into a queue for faster responding attacks.
  • Walking and jumping removes player's next attack from the attack queue (cancel attacks by maneuvering)
  • Add alpha-transparency to motion blur on weapon swings.
  • Changed Med Kit to Healing Potion.
  • Prevent player from being drawn in front of all other objects in the scene.
  • Improved enemy knockback to prevent them from walking in place after being struck.
  • Prevent door animations from pushing the player as it swings open or closed.
  • Fixed many issues with the game's UI and Inventory System.
  • Reduced  number of materials used throughout the game by reusing a few Color Atlas textures.
  • Fixed screen-tearing issue that was happening when moving and rotating the character's view.
  • Improved Lighting and Post Processing Effects.
  • Improved Game UI
  • Improved Inventory for Store, Stash and Chest
  • Improved Save System for game progress, stats, inventory and so on.
  • Improved XBOX Controller Support.

New Models Added...

  • Player Characters & Enemies
  • Weapons, Armor, Footwear & Headwear
  • Catacombs (Dungeon Environment)
  • Lots of Miscellaneous Items
  • Particle Systems for Scroll Spell Effects

Files

Go Deep Or Go Home.zip 212 MB
71 days ago

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