There is a new update and Alpha version 0.0.4 is out
What's New?
New level generator! It still has some quirks 'n kinks but I'm finally happy enough with it to let you all have yer various ways with it. This was actually the major feature that made this new build so long in the making. So many edge cases!
Hammers! These sources of blunt-force trauma round out all the various melee weapon classes. Hammers are especially good at moving enemies around, with all three skill tiers coming with enhanced knockback abilities. In addition, daggers now finally have all three skill tiers implemented, meaning all the weapon classes are fully functional!
Shields! Shields mark the beginning of the end of equipment -- with them, all five equipment slots are now able to be filled for the first time in the game's history! They're still not quite done yet, and will eventually have many more varieties and bear greater visual representation as to their qualities. For now though, block stuff by crouching! Shield bash replaces roll. Get hit too many times while blocking and your block will break, sending you tumbling backwards and vulnerable! Different shields have different hit limits.
Audio! Most of the spells have sounds! So does a ton of other stuff! Footsteps for different materials! Low health noise! I'm sorry for yelling. I'm just so excited.
Buttloads! of other changes, tweaks and bugfixes. Most of the major ones are covered in the included changelog but I probably forgot some of the smaller ones because I'm terrible at keeping track of those sorts of things.
Something you'll notice in the changelog, if you dare to read it, is the addition of a new section at the bottom: a "Next Build To-Do" list, followed by the minimum features I hope to have complete before the next build goes out. This is both for your own awareness as well as to help keep me on track with a few short-term goals.
The goals for build 0.0.5 are:
And Then...?
With the two biggest overhauls (for the forseeable future) now behind us -- those being the overhaul to stats and the new level generator -- I feel much more confident in my ability to provide new builds more quickly without worrying about sending out a completely broken game, so look forward to that. I mean it this time! For real! Believe me!
Lastly,
Catacomb Kids was showcased at Fantastic Arcade in Austin, TX last month. I was there! It was an amazingly fun time and I got to meet a couple of you backers. I'll also be at IndieCade in LA this weekend -- not showing off the game unfortunately, but just hovering around and potentially trying to organize a CK vs mode tournament. If you're in the area as well don't hesitate to shoot me a twoot on the twitters or otherwise seek me out. I'll be the giant floating eyeball shooting lasers at the moon and eating small animals through my mouth-sized pupil.
What's New?
New level generator! It still has some quirks 'n kinks but I'm finally happy enough with it to let you all have yer various ways with it. This was actually the major feature that made this new build so long in the making. So many edge cases!
Hammers! These sources of blunt-force trauma round out all the various melee weapon classes. Hammers are especially good at moving enemies around, with all three skill tiers coming with enhanced knockback abilities. In addition, daggers now finally have all three skill tiers implemented, meaning all the weapon classes are fully functional!
Shields! Shields mark the beginning of the end of equipment -- with them, all five equipment slots are now able to be filled for the first time in the game's history! They're still not quite done yet, and will eventually have many more varieties and bear greater visual representation as to their qualities. For now though, block stuff by crouching! Shield bash replaces roll. Get hit too many times while blocking and your block will break, sending you tumbling backwards and vulnerable! Different shields have different hit limits.
Audio! Most of the spells have sounds! So does a ton of other stuff! Footsteps for different materials! Low health noise! I'm sorry for yelling. I'm just so excited.
Buttloads! of other changes, tweaks and bugfixes. Most of the major ones are covered in the included changelog but I probably forgot some of the smaller ones because I'm terrible at keeping track of those sorts of things.
Something you'll notice in the changelog, if you dare to read it, is the addition of a new section at the bottom: a "Next Build To-Do" list, followed by the minimum features I hope to have complete before the next build goes out. This is both for your own awareness as well as to help keep me on track with a few short-term goals.
The goals for build 0.0.5 are:
- Add Poet class skill
- New tutorial
- Finally add skeletal mages to the game proper
- Finally add gorhounds to the game proper (they need a bit more work)
- New traps
- Linux version!?
And Then...?
With the two biggest overhauls (for the forseeable future) now behind us -- those being the overhaul to stats and the new level generator -- I feel much more confident in my ability to provide new builds more quickly without worrying about sending out a completely broken game, so look forward to that. I mean it this time! For real! Believe me!
Lastly,
Catacomb Kids was showcased at Fantastic Arcade in Austin, TX last month. I was there! It was an amazingly fun time and I got to meet a couple of you backers. I'll also be at IndieCade in LA this weekend -- not showing off the game unfortunately, but just hovering around and potentially trying to organize a CK vs mode tournament. If you're in the area as well don't hesitate to shoot me a twoot on the twitters or otherwise seek me out. I'll be the giant floating eyeball shooting lasers at the moon and eating small animals through my mouth-sized pupil.