Dev Log: Update v0.13


This update is not very organized. I needed to fix a bunch of stuff, and spent a lot of my time just making things work as intended. My focus was mainly on quest, inventory and dungeon related stuff.  I suppose the biggest noticeable change is the new gui art. See recent changes below for more details. I didn't get around to doing everything I wanted to do, and have pushed some tasks to be taken care of a bit later.

Recent Changes

Here's a list of some of the changes I've made to the game since the last update.

  • Quest Stuff


    • Quests now show the difficulty level on screen before going into the dungeon.
    • When completing a quest, the Quest Giver NPC now cheers instead of dancing.
    • Quest giver's dialogue added just before receiving reward.
    • When quest goals are complete, a message appears reminding player that the quest is complete.
  • Dungeon Stuff


    • A variety of chest styles and new armor racks added to dungeons.
    • Ice Floor Traps now damage enemies only when ice shards are present.
    • Decreased the health of most enemies to make the game play feel a little less tedious.
    • Players can now collect full skeleton bones from one of the sarcophagus.
    • Added popup dialogue warning before leaving dungeon to prevent unintended loss from abandoning quests.
  • Inventory Stuff


    • Ability to set the quantity when buying or selling from Merchants. (the game previously expected you to split your items into stacks before selling)
    • There no longer needs to be an empty slot in order to pick up stackable items.
    • Message appears on screen letting the player know if the inventory is full whenever they try adding something to the inventory.
    • Items that appear in merchant's inventory remain in the game until the scene is reloaded. (This was not working as intended previously).
    • New UI (purchased from Unity Asset Store). Serves as a nicer looking placeholder until I eventually get around to making UI myself.

Upcoming Changes

Here's a list of the next batch of changes I hope to complete for the next update. This is a very ambitious undertaking, and I expect to push some of these task to future updates, but I'll do my best to get as much done as I possibly can for the next update.

  • Decrease the size of the World Scene to deliver a more focused demo environment.
  • Chainmail, Ringmail and Scalemail armor and changing clothing colors during game play (rather than when creating character)
  • Improved Hairstyles for all human characters (including player)
  • Equippable Shields & Gloves
  • More Headwear and new Weapon Types, including 2-handed, ranged, etc.
  • Socketed Weapons & Armor (similar to Diablo)
  • Natural Enemy Models (Spider, Scorpion, Rat, Boar, Wolf, Bear)
  • Other Animal Models (Pig, Deer, Horse, Chicken, Dog, Cat)
  • Wandering NPCs & Critters (horse-drawn carriages, farm animals, wildlife, etc)

Rescheduled Changes

Here's a list of some of the changes that I hoped to fix in this update, but decided to push further back in my schedule. I'm just not ready to tackle these things yet, but don't worry. I will get around to these things eventually.

  • Ability to fill in the text field using XBOX Controller when naming your character.
  • Quest Reward Dialogue should lead the player to the next available quest.
  • Merchant Recipes: When visiting merchants who sell Potions, Scrolls and Food, they provide options for turning in collections of supplies in exchange for valuable goods at a reduced cost. (for example; collect 100 candles and pay 10 silver for a stack of 10 fire scrolls)
  • Slain enemies will drop loot. There will be a weighted table of possible loot for each enemy to create rarity in enemy loot drops.
  • Camera Shakes for things like Brute's Stomp Attack, Player's impact when falling down a well, Mash Smash & Mass Death, and any gigantic enemy's footstep when player is within proximity.

Files

Go Deep Or Go Home.zip 220 MB
Apr 29, 2024

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