I’ve been slacking off in game development lately. Sometimes the feeling of the necessity to do something inhibits the process. I think I will be a lot more productive once the summer hits, and I can reduce the number of simultaneous things in my life. Occasionally it’s difficult to do anything when you know you could be doing anything.
Deprivation is essentially done. Desura has accepted it for publishing, so at this point I’m just letting the game swim around in my head a bit before pushing it out the door. I’m thinking March 28th is a good day.
An official demo of Deprivation is now available on all platforms (PC/Linux/MacOS) over here: http://kraflab.com/blog/?page_id=254
You can also find it on greenlight over here: http://steamcommunity.com/sharedfiles/filedetails/?id=124507729
Stamina buffs from Kagh and from items have been removed, as there was a meta-game going on that was not intended. To balance this out, the player now receives max health bonuses from boss kills. There are also various other tweaks and changes as detailed below (check out the new optional boss on floor 6 when you get a chance).
***Save Files Are Incompatible***
Added a new optional boss: Private Hell
Added “Hold E to Heal” to the log message when the player is bleeding out
Added a max health bonus received when killing bosses (including optional ones)
Added elemental strength/weakness info to enemy mouse-over in exchange for damage expectation
Added ingredients to level 8-10, although they are in lower numbers than in level 1-7
Added a “Yes/No” confirmation to quitting (when your character is still alive)
Fixed loaded tiles having the wrong lighting level
Fixed the ‘Running’ effect being mishandled in the effects window
Modified the character help menu to correctly describe shield effects
Removed Stamina effects from items
Removed Stamina effects from Kagh buffs
I’ve gotten a decent amount of feedback/bug reports lately (thanks for that), so I’ll be working on an update to come out either this weekend or next. I don’t really feel like this warrants the 3.0 moniker so I believe it’s time to go hexadecimal and call this v2.A
There will be some readjustments to the stamina/health system and a new optional boss at least.
Let’s all take a moment and congratulate rexpop, who has achieved the impossible and achieved final victory in Epilogue, beating level 10!
Fixed a bug that caused stats to be misrepresented after loading a saved game in certain situations
Fixed a bug that caused Minuet to remove the ‘Freshly Awoken’ effect
Fixed a crash caused by the ’0′ key
This update effects a single change:
Added a weakened state to balance out the early game
In order to fix the long-standing issue of the early levels being too boring for people who know what they are doing, I have added an initial debuff to the game. You now start with -15 protection and magical protection, which rises to -10 on level 2 and -5 on level 3, vanishing on level 4. The idea is that you are especially vulnerable when you first gain sentience, getting used to controlling yourself. This allows the feeling of imminent danger to appear in the early levels but does not change the balance of the late game.
The update is out on windows/linux (and working its way onto Desura) but the mac version will be delayed a few days until I get back home after the holidays (I don’t have my macbook with me).
This is a picture from the first playable build of Project DQiii (Epilogue was actually Project DQii). It’s going to be a roguelike, but as with Epilogue I think it will be a very different beast. I hope to get a lot of work done on this over the holidays (in between christmas cookies of course). I decided to write this one in C++ (SFML) instead of BlitzMax for a change of pace. The graphics are placeholders, although so were the Epilogue tiles