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Edit: Uploaded a hotfix for item consumables not healing.

Edit: Another minor patch, why not?


This past month has been a pretty huge change of pace for me.  As of late May, I've been living on some family-owned land and working from a laptop.  It's a bit of adjustment going from suburbia to a bushcraft yurt, and relying on a solar system for all my power needs, but I've been getting settled in and slowly figuring out how I'm going to be getting through the new day-to-day.  Best part about this?  Once my laptop is payed off I'll have almost zero bills or rent.  Also this patch has been uploaded courtesy of Lowe's Wifi.  Thanks, Lowe's.

That out of the way, this release marks some not especially flashy but definitely important changes for Towergirls.  First off, we have the new procedural decoration system for dungeons.  It's still a little crude and unpolished right now, but with this, every room in a dungeon can now be automatically decorated.  Essential rooms will still be hand-decorated (probably by me for the foreseeable future), but it takes a considerable amount of tedious work out from finishing dungeons.  There's a little bit more work that still needs to be done on it, like being able to place bookshelves or tables that are then filled out by the same system, but that shouldn't take too much work.  The bulk of it is done, and working, and I am glad that it is.


(Above) A typical roof prefab.  Not pictured are the large black vision blockers, the wall colliders, and other miscellaneous bits.  The blue semi-transparent cubes will now have clutter added based on dungeon presets and a dungeon seed.  If a door would be blocked by clutter, that particular area will be deleted and substitute ones will be used to either side of the door.  Egress.  The magenta area spawns bannners and picture frames right now, but later on will also be able to spawn bookshelves and the like.

(Above) Here's the inside cells of Roll Tower.  As you can see, 90% of the rooms are made up of modified room prefabs, and have the new dungeon decoration stuff working.  The 'medium' rooms that are lacking this new feature will need to be updated, and there's the odd room or two that are intentionally being left for later, to be hand-decorated by someone more artistically skilled than myself.


The second important feature is reworked Ability ScriptableObjects.  This is essentially how Abilities and their data are stored within the Unity Engine and our game.  I think Abilities were pretty much one of the first things I started working on for the game, and as you can imagine, they were extremely crude and basic as a result.  Until now, they've just been sacks of variables for different cases.  To keep things simple, here's what the new Ability ScriptableObjects can do;

- Apply multiple different effects at once

- Have the ability effect go off under more particular circumstances, and easier

- Damage the target, caster, or both at the same time with more control

- Scale Damage and Summon Health/Damage based on attributes or level considerably easier

- Add an arbitrary amount of buffs/debuffs to the caster and/or target, more neatly with different parameters, and easier

- A near total split between Battle and Siege parameters/variables

- Less variables and more organized presentation within Unity

In particular I've added several enumerators for Attribute and Damage types, container Methods for Damages that have the roll/type/associated attribute/scaling/etc. within, and much more to boot.  I could have gone even more autistic with this revamp and split Ability effects into their own ScriptableObjects, so that they could be shared between abilities, but I don't think that will be necessary for Towergirls: the Game.  At any rate, I've learned a lot from working on my side project, and it's good to be able to apply these newly learned code practices to Towergirls.  While this might still look hideous to professionals, it's a big improvement from before and will make adding new abilities easier and simpler.

(Above) The entire Fire Strike spell.  Reminds me that I forgot to set the Class/Subclass of the new Abilities.


On another note I've been really tempted to change up some of the level-up mechanics.  I already mentioned this in the Discord server more than once but haven't gotten much feedback there.  Right now when a character levels up they get a point to put into an attribute and two points to put into 2x HP or 2x MP (we're ignoring the talent point).  This is pretty basic and works but I find it kind of boring.  One of my all time favorite childhood games was Diablo 2, and you could really screw around and make gimmicky or joke builds in that.  In a similar vein, I'm thinking about just giving characters three points when they levelup that can put into a wider variety of passives and effects.  These would be things like a % boost to weapon damage, movement speed, summon health, etc. etc.  In return for the more freedom, characters would only be able to put up to ((level - 1) * 2) points into any of these categories.  See image below for what I am currently considering.  I could probably knock that out in code in like an hour or two, including retroactively applying to old games, with placeholder UI art.  If you would find that more fun and interesting let me know with this poll.


Lastly, I also added more functionality to the debug widget but that's not as interesting.  Abilities can now be added to Ser via that widget, or characters instantly recruited and added to the party (although doing so will disable saving in that current game).  See the full patch notes below for the other little changes.

The splash vote winners are Lamia Princess, Halfling Princess, Gnoll Princess, and Cyclops Princess.  The enable cheats cheatcode has been changed for July.  As always, thank you for your support.


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Towergirls 0.536

Reworked Ability Scriptable Objects; they are now much more clean, simple, and forward-proofed.  Some abilities might be acting a little wonky until a second pass at them is made and errors are fixed.

The new procedural dungeon decor system has been implemented- both Roll Tower and Bandit Tower should have some sporadic decor in most rooms.  As time goes on this will be made to accommodate more finesseful bits of decoration and place them more artistically.

Fixed two encounters in Roll Tower not having the correct 'room at' parameter set and not being able to spot the player as a result

Red Spawn in Roll Tower now have correctly scaled battle sprites

The Bull Rush Ability now deals -1d6 AP Damage instead of a flat 1d6 AP Damage (now scales with weapon damage)

Cleave now deals -3 Damage instead of -2 Damage, otherwise has same Accuracy penalty

Impale now costs 8 AP (up from 6) and has -65% Accuracy (down from -50%)

Shield Smash's Stun now has a 60% chance to apply (up from 50%) and a 60% chance to apply the Accuracy debuff (also up from 50%)

Shield To Face's Stun now has a 70% chance to apply (up from 65%) and a 70% chance to apply the Accuracy debuff (also up from 65%)

Skyward Shields now applies the buff to the entire party as opposed to just the rear row

Fixed an issue where an opened/activated dungeon chest would spazz out like crazy instead of staying open

Added abilities to the debug console; can now view all of them and click to add them to Ser's ability roster

Item entries in the debug console now have tooltips when highlighted

Added characters to the debug console; can now add characters to the party and character roster

Fixed an issue introduced in Knight Princess' rescue that prevented overmap encounter battles from starting

The Canopy Cave battle background has had the obnoxious gray plane removed from the background


0.536.1

Basic item consumables should work in Dungeons and the Overmap once again


0.536.2

The Mage Apprentice and Mage Assistant Weak Bolt spell no longer causes an error and softlock

Fixed the Debutante and Seneschal fights not starting in High Forest; also probably fixed any other similar encounters missing a 'room at' reference as a result

The new passive system is in; when leveling up you now get 3 passive points to put into whatever you like (formerly 1 attribute point and 2 2x HP or 2x MP points)

Non Ser-Knight characters will now automatically spend 2 of their 3 passive points when first starting the levelup process

Base Magic Resist is now only Intelligence % (down from Intelligence * 3%)

An army-related error caused by exiting a game or loading into another one should probably no longer occur

Removed one of the encounters in the Kompound near the Leylight, and shifted the other slightly further away

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