This update is brief, but definitely not insignificant.
Some highlights since last update
The equipped weapon actually shows on the character when being used. Including all different variations. (see first screenshot for a sample of a different kind of bow than the original)
A map/minimap. Eventual availability and functions still undecided, but for now it's a default feature. As you explore a level, the black 'unexplored' cover gets lifted in chunks. (See third screenshot for a sample of a map)
Same button that brings up the map is also used to browse weapon and spell slots in combination with movement buttons. Easier, and requires less buttons altogether.
New weapon type: Staff. Currently very similar to swords, with a bit more reach. Ultimately shouldn't do as much damage as swords, but has more reach, more often MGC bonuses, and possibly improves MGC skill development when used. Default attack is a swing, crouched attack is a faster thrust forward. (see second screenshot for a sample of the staff in action)
Completely changed custom movement for player, enemies and items. Lighter, with less fastloops. Still tweaking it, but overall allows at least twice as many enemies in level and on screen at once before dropping framerate (on my computer anyways). Delightful! Interestingly I didn't know fastloops can really be that much heavier than their standard event counterparts. I may need to try this with "Tank Game" as well. Might get better framerates there as well.
Some generic tileset changes and additions, like stairs instead of slopes, shadows under ceilings, etc.
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