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Big new 0.205 build!

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x4000:
Release notes: https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:Early_Alpha_Release_Notes#Version_0.205

I'm drastically behind on reading feedback on the forum, but I kept an eye on Mantis.  Keith is off for the holidays until after the new year, so things will slow down on that front.  I have three more working days, as do the artists, so things will slow down there.  Dayton and Misery and Erik will do what they choose to do, being hourly.  Hopefully take some good time off, but I know Dayton is planning on continuing to refine items and so forth during the break some.

Anyway, I had hoped to do a new video today, but I kept having "one more thing" syndrome.  The gamepad work took a lot longer than I expect, but it was really worth it I think.  My hands still aren't used to it, but that's just muscle memory messing me up.

Ability points are a HUGE new part of the game, which create some rewards for even failed runs, and reward both speedrunning and exploration -- differently, but still both.  The GUI for the ability points is really glitchy-looking and to the left of the minimap, partly blocking it.  One of those things I just didn't have time to get to.

Oh, and along with ability points you also now have Deposit Boxes in the shops.  Giving you a way to turn currency into AP.  This doesn't improve the shop in any direct way, unlike in Isaac, but it does let you prepare better for the next run, AND make it more likely that you can unlock some new cool stuff in the starting-a-run room that then will show up in other parts of the game (shops, random drops, item rooms, boss rooms, or whatever they are supposed to do).  I'm pretty pleased with the system, although the actual values for ability point costs needs to be refined for sure.  Right now it's a best first guess.

All right, that's pretty much it for me for the weekend.  Cheers!
 

TheVampire100:
Thanks for the laser sight, that's much better!
I assume the AO system is currently a placeholder/first step for a bigger Upgrade system?
It's rather confusing now, more so because you don't know the exact number of Ap you have. The bar is also a little to high, it hide some off the map.

Misery:

--- Quote from: x4000 on December 19, 2015, 05:04:25 am ---Release notes: https://arcengames.com/mediawiki/index.php?title=Starward_Rogue:Early_Alpha_Release_Notes#Version_0.205

I'm drastically behind on reading feedback on the forum, but I kept an eye on Mantis.  Keith is off for the holidays until after the new year, so things will slow down on that front.  I have three more working days, as do the artists, so things will slow down there.  Dayton and Misery and Erik will do what they choose to do, being hourly.  Hopefully take some good time off, but I know Dayton is planning on continuing to refine items and so forth during the break some.

Anyway, I had hoped to do a new video today, but I kept having "one more thing" syndrome.  The gamepad work took a lot longer than I expect, but it was really worth it I think.  My hands still aren't used to it, but that's just muscle memory messing me up.

Ability points are a HUGE new part of the game, which create some rewards for even failed runs, and reward both speedrunning and exploration -- differently, but still both.  The GUI for the ability points is really glitchy-looking and to the left of the minimap, partly blocking it.  One of those things I just didn't have time to get to.

Oh, and along with ability points you also now have Deposit Boxes in the shops.  Giving you a way to turn currency into AP.  This doesn't improve the shop in any direct way, unlike in Isaac, but it does let you prepare better for the next run, AND make it more likely that you can unlock some new cool stuff in the starting-a-run room that then will show up in other parts of the game (shops, random drops, item rooms, boss rooms, or whatever they are supposed to do).  I'm pretty pleased with the system, although the actual values for ability point costs needs to be refined for sure.  Right now it's a best first guess.

All right, that's pretty much it for me for the weekend.  Cheers!

--- End quote ---

If you're going to do another video, I strongly recommend doing post-commentary this time.   Just so you can keep up constant talk about the game without having to worry about crashing into stuff or whatever.

Maybe make it a bit longer too?  I kinda thought the first one was a bit too short.  And there's even more content in the game now.



On the rest of the update.....

Okay, it's bound to happen, so someone start telling me why such-and-such enemy is still broken or whatever.  I'm ready for it this time.

On a side note, work on one of the final bosses has begun!  I've had some interesting ideas for this one.


Also I'm not too worried about taking specific time off since Christmas parties arent generally held at 3 in the morning anyway, which is typically around the time I work on this.

crazyroosterman:
over all the new patch is solid although i have to ask has anybody else noticed that your feet's movement animations are super janked  up now?.

Pepisolo:

--- Quote from: crazyroosterman on December 19, 2015, 10:54:21 pm ---over all the new patch is solid although i have to ask has anybody else noticed that your feet's movement animations are super janked  up now?.

--- End quote ---

Yeah, something's definitely gone wrong there. It's been reported on Mantis, though, should be an easy fix.

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