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We (I) are not dead yet!  This train will keep going!

This (smallish) but long overdue patch marks the re-release of Knight Princess' rescue quest and the terrifying Roll Tower.  Rescue Knight Princess and her band of men from the terrible clutches of the dragon scions!  There's no dungeon map or really any decor yet, but you get to fight Yven, so who cares?

On a more serious note I'm happy to finally have a patch out again.  The Roll Tower was pretty fun to conceive way back when, and any dungeon with Yven isn't too painful to add.  On the topic of pain, I am moving in a few days onto some land that my family bought, so there's going to be a bit of a learning curve as I get habitation set up and get used to working on the new laptop.  There will likely be a one week or so time period, moving forward, where I won't have Internet access or comfortable lodgings, but after that things should be set back up and I should be good to go.  Bear with me during these uncomfortable times.

I've already more or less determined what I will be working on during the month of June.  While I continue waiting on the legal grind of the LLC company being formed, I'm going to be undertaking some important tasks that should make development more streamlined in the future.  These are as follows:

  • 1. Creating a procedural dungeon room decorator
  • 2. Decorating Roll Tower, Enchanted Tower, and any other bare dungeon rooms using (1)
  • 3. Revamping the Ability ScriptableObject and Ability/Buff systems

The first two points are pretty straight-forward.  Decorating dungeon rooms is really the most annoying part of working on dungeons.  Back in the GMS version I eventually got around to scripting something that would randomly decorate each dungeon room based on a seed number, which was used across all computers for that particular dungeon.  This essentially split the room in random chunks, and then based on that number, slap down one of a few random bits of clutter.  This meant that I only had to do a little bit of coding for each type of room (small, medium, large) for each tileset and then the game would take it from there.  This will be moderately more complicated in Unity 3d, but it would make for more beautifully decorated rooms with much less effort.  This sort of work is also what killed Unyin.

On point three, the current Ability ScriptableObject is sort of a mess.  I've learned a lot about child methods and ScriptableObjects as a result of working on a little side project (which I'll eventually get around to advertising).  I'd like to take the time to remove a lot of the variables and parameters from Abilities and really break them down into categories, thereby simplifying working on them.  They were one of the first things I made for Towergirls Unity, and as a result, are extremely crude compared to some of the more recent stuff I've been doing.  Once this is taken care of I'll probably get around to adding the rest of the missing talents across the three character classes.

LLC and Steam page and Publisher Deal Soon (TM).  Also Enable Cheat Cheatcode has been changed for June.  As always, thank you very much for your support.


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Towergirls 0.535

Added back in Bronta's Hold dialogue location

The world of Corona now has lakes and rivers

The Knight Weaver and Knight Barkeep shops have been readded to Bronta's hold

A new overmap encounter room has been added for Rhinestone Carnival

Mysterious Knight can once again be recruited

Long character names on their respective frames, at the bottom of the screen, will now be shrunk as needed to fit on them

Added a message to the News Feed on the main menu for when there's no Internet connection :(

Added a new parser command for making the camera shake an arbitrary amount for however long

Fixed an occasional error could by choosing an ability talent on characters when leveling up

Yven, the wonderful Knight of Bleu, can once again be dueled; his complicated AI has been redone from the GMS version for your pleasure

Added a new dialogue conditional to check how many party members there are presently in the party

Weapon abilities will now use the equipped weapon's damage type as appropriate- formerly defaulted to Slash

The entire battle log message will now be displayed when a weapon ability misses a target

Boss healthbars can no longer prevent the player from exiting out of inspecting a character while in battle

Shield Smash now correctly counts as a Weapon Ability; should be considerably more reliable now

Added a new dialogue function for sliding NPC's around, and then having them fade or do a little hop after.  Muy importante.

Added a new dialogue function to prevent going to the next dialogue until a specified NPC is done moving

Knight Princess' rescue quest has been added!  Decorations will come later!

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