Testing on steamdeck, cleaning up small bugs and rebalancing! Feels very stable so far.
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Posts by Robert Panichpakdee 🦧
Sexy blacksmith! She’ll upgrade your towers and help me market the game.
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They don’t seem to group up when I’m watching them…
I just moved somethings around and maybe that fixed whatever the bunching up problem was? Testing more today, but that type of nebulous solution never feels good haha.
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Thanks! Appreciate the support! Excited to finally get this in other peoples’ hands soon! :)
It really feels that way haha
Fixed the frame rate drops! I moved attack triggers from process funcs to frame dependants ones.
Main bugs worked out, but just discovered this new one: about a dozen or so random zombies decided to group up for no reason?
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Optimisation feels strong! Could be a little better, but with “everything on”, it could be worse!
Slight bug with only some
Spawn points making boss zombies/ not the correct amount.
It’s weirder that it’s half working.
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I enjoy it when it works haha
Testing frame rate drops at full zombie mode:
It’s getting better, and this is the worst of it so that’s not terrible….
But things are mostly debugged and I’m focusing on optimisation now!
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Thank you so much! I really appreciate it :)
Updated the Steam page with new screenshots and the first trailer!
store.steampowered.com/app/3715010/...
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It’s starting to feel real! The anxiety! Haha
Making the trailer!
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Got the data transfer from the steam deck to my phone working!
Also testing: a small bug with the new peasants, and slight frame rate drops when enemies at full capacity, but otherwise good!
Working on the trailer today.
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Hit it to get a gem!
I needed some “higher value” chests for later game rewards. I can also control the gem level dropped.
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Thanks! :)
Testing the persistent world while working on the rescued peasants when finding the knight!
Also added sounds for the remaining elements, ghosts, and zombie (deaths)!
And fixing quest counter bugs (when done out of order)
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Thanks! :)
Recording more sound effects!
Plant and lightning attacks have sound now! The slimes death pop sound is now different!
There’s construction outside, and nyc is never really quiet, so recording is, as always, a nightmare.
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Thank you! :)
Thank you! Definitely trying to make that game we all want to exist, I’ll try to not let you down :)
Testing connecting the game to a big screen for the next stage of public play tests!
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Inventory and sockets/gem system completely debugged!!
Testing the rings/ gems and how they all stack together with the regular skill tree; everything seems to be happy!
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I’ve debugged the inventory and gem system! Some parts were built at different times and some windows weren’t closing when equipping items.
I also made the direction arrow more noticeable/ disappear when aiming the bow.
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Thanks! Yeah, I spent all evening doing each one individually haha.
I’m animating things on my iPad with Pixaki, and then I’ll be tossing them into the Godot engine :)
Animated the beholder!
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Little guys to spawn from the beholder!
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And as we all know, everyone’s NFTs and stocks in the metaverse also only ever went up forever.
There was some confusion with the skill tree and the unlock system.
I’ve cleaned up and rearranged the text, and added colours to signify things better.
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Working on some new enemies, mainly as procrastination from some debugging I should be working on.
Beholder! I think I’ll have an rng that either destroys eyes on attack, or pops the body and spawns floating eye enemies.
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