Hi, Maximan is with you. It’s been a warm winter. I am preparing demo-version, so anyone can try the game for free. And I have something to share with you. Ah, I’d like to do everything quickly, but I planned a lot of things and the list of tasks is growing. [h1]City of Ghosts[/h1] The first and most notable change is the City of Ghosts. This is the main location. The main character constantly returns here between dungeon runs. The events of the game take place in the World of the dead. Somewhere far away there is Elysium, where the souls enjoy their death. But this is just a town next to the portal. Even though ghosts don’t care about life, they continue to enjoy things, they liked while they were alive. Spirits can help to upgrade weapons and Maria can trade with them.[img]https://clan.cloudflare.steamstatic.com/images//43308437/a3233a151ce59fef6de0ccfad16f0a39120e482f.png[/img] Almost everything has changed, except for the portal and the booth with the ghost-withard. Previously, there were only two imaginary rooms with merchants, but now it is a neat little town. Also, I changed the terrain. But not only ghosts live here. [h1]Pluto champions[/h1] Well, almost champions. When Maria enters this world, she is not the only one alive person here, These heroes want to pass Pluto’s test to become champions and receive his blessing. [img]https://clan.cloudflare.steamstatic.com/images//43308437/019c68115148f24374e473d1d7fd6f71727a23a5.png[/img] Most of the candidates are Hellenic heroes – Roman and Greek. The test is to pass through an island with dungeons filled with the undead. And reach the only portal to the world of the living. Poor Maria has to go through the same as the heroes who have been training all their lives. You can meet these guys on the island and in dungeons. They are connected to the main story, but, anyway, Maria will have to do most of the dungeons by herself. [h1]Advanced waypoints[/h1] Probably the most important, but unnoticeable change is the waypoint system (the cells along which a player moves). Previously, I had to build levels so that the waypoints didn’t stand one over the other. When I created this system, I thought that I’d get by with the usual ‘two-dimensional’ level. It makes no sense to make a game of tangled maze levels. In any case, I can break one level into two. By the way, therefore, the towers consist of an external staircase and a platform in the center. No floors, no bridges. I also had to make the wall thicker and separate some places with decorative columns and pedestals. [img]https://clan.cloudflare.steamstatic.com/images//43308437/64027196bd01fb55bcef448e9772711eff024be0.png[/img] But now I can place waypoints one on top of the other and they won’t conflict. The most amazing thing is that this change fits very easily and without problems. Now I can make towers with floors. I promise that I’ll not make too complicated 3D mazes. I hate it when some games do bad vertical levels, so I’ll just try to avoid this bad design. In general, expect more interesting levels.