Video: Change log: Added building editor (enable developer tools too see it in the main menu). Made building models and textures independent and mod-able (this breaks old saved games). Your castle can be upgraded now, changing mana capacity, number of gatherers, etc.
Tag Archives: dev
I completely changed the level generation in this update. Complete overhaul of the level generation. Changed voxel scale to make the view wider. Made it easier to make jumps from tight places, when hitting the head on the ceiling.
No gameplay changes in this update, only new UI, options and configurable controls: Replaced UI system with a new one from Arcane Worlds. Added options and configurable controls. Added pause menu. New crosshair.
I launched my Patreon! In case you don’t know, Patreon allows you to support creators like me by giving some amount of money each month. It’s like a donation with subscription. I’ll be posting behind-the-scenes and work-in-progress stuff there for patrons only, right now there’s a post about new shadows in Arcane Worlds.
It’s been a long time since last LEVEL UP! update. I’ve switched it to 2D to make it easier to make new stuff for it, especially bosses. I’m going to update it more regularly now. In other news, it’s coming to Steam Early Access soon!
I did various improvements while planning, so I decided to add dark worlds and release the update. The launcher is gone for good, and settings are now in a text file instead of Windows registry. You’ll need to change them again if you’re updating since they’ll be reset to the defaults, but it’s only once [...]
So, here’s the serious change to the global gameplay. You won’t find spells in the worlds now, instead you can collect resources to craft them. I might add spells you can find later, but they’ll be very rare, and most likely hidden in some secret places and locked with puzzles. There’s also a tutorial now. [...]
I rewrote most of the world generation for this update. It’s now based around the gameplay needs. One can add a bunch of elements needed for the gameplay to the world and the system will build the terrain around that. I left the gameplay about the same for now, but I’ll change that with the [...]
The major feature of this update is saving/loading of worlds, with all monsters, objects, scripts etc. It took about a month this time, but there was no way to release half of it. The game is otherwise about the same, but feels a bit different anyway since you now keep your castles in every world [...]
I skipped posting about the previous update, so here’s the new stuff: I added first land monsters (caterpillars), world palettes (so I can customize world colors to look more interesting than just randomly generated ones), magic vortex to highlight portals and collectable spells, and fixed some bugs. I also researched new method for object shadows [...]