Pre-Release V5
With a bigger file size comes more content.
Pre-Release V5
Gameplay Changes
Increased Mobile Joystick Size - It's a 50% Size increase which should make controlling the player a lot easier.
Flipped Mobile Joystick Position - It's now flipped to the Right half of the screen. This should make using Combat Actions and seeing your Health/Stamina easier.
PlayerBar Spells/Actions can be Held - You can now Click/Tap and Hold on an Action button in the PlayerBar, and it will repeat that action. This was already working with Keyboard and Controllers, now it's finally working for Mouse and Touchscreen.
Controller Support - Controller's are now fully supported by my code. HOWEVER, XBOX CONTROLLERS ARE BUSTED AT THE ENGINE LEVEL. In testing, the Left Shoulder sends the Pause button, and Pause doesn't even work. This is a known issue in Godot and is being worked on. I did some testing with a Nintendo Switch Pro Controller and it works flawlessly.
Progress Bar for Loading Screen - The Loading screen is boring. It's meant to be. But it was too boring. So I added a Progress Bar to show you how far along we are in the loading process. And it's 100% accurate.
Field Guide Additions - Added some information on the PlayerBar and interacting with it.
New Features
Music - Music is about 85% done. Boss Dungeons don't currently have music, but that's because I'm debating between giving them their own special songs, or just using the default Dungeon music. The General Store is also songless, but that's because I haven't been able to figure out what type of music I want to play there. Everywhere else should have music.
Sound Effects (SFX) - I know I said this wasn't until Update 6, but Music was so easy and fun, that I decided to add SFX. Sadly, adding them was not easy and fun. But the game feels SO much better with them there, so it was worth it. I've still got more to add, but I'd say we're about 55% of the way there.
Music and SFX Buttons work in Settings - Now that we have a Music and SFX system, their respective buttons in Settings now work.
The General Store - The General Store is here! You can buy Dungeon Keys and Crafting Materials, and also sell everything for it's default value in the Chest there as well. Unlike the Chest in the Blacksmith's shop, there is no boost or penalty for selling specific items.
Turning - You can now Turn without moving. Simply hold the Turn button (Control on PC, R3 on Controller), and then try to move normally. Instead of moving in a direction, you'll simply turn to face it. It should make aiming at objects easier.
Bug Fixes
Deleting a Save will Reset the Save Name Variable across the whole game
Tab (B on Controllers) now works to Exit Potion Shop and Overview
Tree Icons appear in Woodcutting Skill Guide
Fixed Overlapping Text in Inventory When Viewing Player Info
Updated Button Theme for Easier Readability
Apothecary will no longer give away Free Potions
Fixed Bug forcing Dungeon to always be be Sand Themed
Notes Mentioning Apothecary updated to match her gender
Fixed Not Being able to Return from Pause Screen when inside the Apothecary Store
Selecting Empty Inventory Slots when Selling will no longer trigger events
Player Info now Resets on Character Creation, Keeps Leftover Test Gear/Settings from persisting in game
Fixed Player Being Able to Move when PopUps (Inventory, Sell Chest, etc.) were on screen
Project Changes
Mobile Mode No Longer Experimental - Now that I've taken the time to touch it, Mobile is no longer Experimental. Some theme changes will probably be coming in the next update, but I'm pretty happy with how the Mobile Version feels right now.
Files
Get Dungeon Dwellers (Early Access)
Dungeon Dwellers (Early Access)
Loot. Craft. Survive.
Status | In development |
Author | DrinkingPants74 |
Genre | Role Playing |
Tags | Action RPG, Crafting, Dungeon Crawler, Godot, Isometric, Open World |
More posts
- Pre-Release V5.13 days ago
- The Roadmap11 days ago
- Pre-Release V411 days ago
- Pre-Release V3 (HotFix + Bonus)23 days ago
- Pre-Release V224 days ago
- First Release26 days ago
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