Version 0.8.3 Teleports Onto Early Access
Author: Juice,
published 2 months ago,
Welcome to this week's update!
As promised, we finally finished the new boss! So let's get right into what's new, shall we?
[h2]Zorbius Teleports Onto The Battlefield[/h2]
The new boss is called [b]Zorbius[/b]! He is a menacing wizard that can [b]teleport[/b] himself around the room and shoots [b]Energy Balls[/b] at the player.
[img]https://clan.cloudflare.steamstatic.com/images//44218979/1df683deea3d32b0d99a3406b8aeb34d98352145.png[/img]
He also can do a [b]charge attack[/b] and gets more difficult the lower his health gets.
[img]https://clan.cloudflare.steamstatic.com/images//44218979/8ccf25d0dedff595e140d59c00c32f66b6bc0894.png[/img]
Of course, you can configure the projectiles he shoots, so you can also make him shoot bombs for example for super chaos!
You can also make him invisible! Here is a silly quick attempt at recreating the Ganon boss fight from The Legend of Zelda on the NES with an invisible Zorbius.
[img]https://clan.cloudflare.steamstatic.com/images//44218979/8b5c291d01f056e45b1974f0bdfb196023f05ec6.png[/img]
[h2]Energy Balls[/h2]
Zorbius introduced the new Energy Ball projectile, which can be reflected with a spin attack. Use that to your advance in both combat and puzzles!
[img]https://clan.cloudflare.steamstatic.com/images//44218979/7518293ed90363ddb650068467790386ae65322d.png[/img]
He is currently missing some sounds, and a polished death animation, but we'll be finishing those off in the coming days!
[h2]Remote Bombs[/h2]
The remote bombs have no fuse... they are [b]detonated manually[/b]! This should be really useful in puzzles especially, so I can't wait to see what dungeons are being made with it.
[img]https://clan.cloudflare.steamstatic.com/images//44218979/797c9da7b4dd720c202796d6d73a42aa464fb920.png[/img]
[h2]Entrances Got A Facelift[/h2]
The old entrance was super poorly made, so we decided to draw [b]all entrances custom[/b]!
Old dungeons using the previous entrance don't break, but using new entrances now will utilize this new one.
[img]https://clan.cloudflare.steamstatic.com/images//44218979/a4e239add87525d3c7f2534467281a6c04855032.png[/img]
[h2]Volume Scaling To 200%[/h2]
Some people have reported the game being a bit too quiet, so we added the ability to scale the volume to to 200% from the default 100%. I hope that helps!
[img]https://clan.cloudflare.steamstatic.com/images//44218979/d39c63fcfb719140d75c9eecf47f8fe04e733d55.png[/img]
[h2]Significant Performance Improvements[/h2]
Another week, another round of very major refactors that have significantly improved the game's performance in most areas this time.
Not only general gameplay and making rooms a lot less prone to lag with [b]many entities[/b], but also editing your dungeon is a lot more snappy now with large rooms, and especially using the [b]paint bucket[/b] tool.
[h2]Changes To How The Floor Below Is Shown[/h2]
We've made a pretty significant change to how the floor below (for example through a hole) is being rendered in the game.
Previously, It was using a perspective which made it shrink a bit, which looked cool, but was unintuitive while playing and also while designing the dungeon, as tiles didn't always line up 1:1.
This is now changed. The floor below is now rendered fully orthographically, meaning tiles will line up 1:1. This was not only done because of visuals, but also due to some technical reasons, which also makes the floor below rendering a lot more efficient now, essentially making it negligible.
[h2]What's Next[/h2]
Next week, we will be releasing the new Enemies that we have talked about before! So I hope you are all excited.
See you next week!