UI
  • began designing a new level selection screen

Now that we are nearly done with the content for the next big preview version, we realized that we need to redesign the level selection screen. The old one came along quite informative but lacked several key aspects, such as being pleasant to look at.

The new tree-like design gives a much better overview of a player's progression and also allows us to connect the levels in a non-linear way, which means that we can easily add bonus levels/challenges or even completely seperate branches. We are really looking forward to finishing the new level screen. For now, the design is not quite final, but we have basic functionality and an awesome grid editor, which allows us (the developers) to happily drag around levels and connect them at will.

 

LevelGridEditor small

Content
  • began designing the Iceworld Bossfight

 

Knightmare

Content
  • several balancing and tweaking iterations for the Iceworld levels
Features
  • players are now forced to start a battle by jumping when they do no have a Support Sphere (i.e. in the first few levels, to make sure they know that you can jump)
  • Lobby Slots now remember previously selected heroes for each player
Fixes
  • fixed bug where spawn animation would run when creatures fall down onto the playfield
  • fixed low-life indicators for heroes
  • fixed bug where heroes could walk through Oggharr while moving backwards
Content
  • finished all levels for the Iceworld
Features
  • added an option to activate Twin-Stick shooting (auto-shoot while aiming)
  • some stat modifiers from power-ups won't stack on stats anymore but on duration (Haste, Speed, Piercing, and Shield)
  • Treasure Goblins now appearing randomly during waves
Fixes
  • fixed issue with Push Buttons
  • fixed issue where hero would stay in victory pose when exiting and re-entering a battle
  • fixed bug where Treasure Goblins wouldn't be animated while escaping
Content

More levels for the Iceworld. Stay tuned!

 

Late Frost transparent

Content
  • Level design for Iceworld
Internals
  • Re-organized spritesheet handling for creatures
    • creatures are now sorted into smaller groups of spritesheets
    • creature drawing now loads only required spritesheet, which slightly increases the game performance

After adding the snow sharks, we decided to clean up the increasingly unorganized bunch of creature spritesheets. This had the nice side effect, that the creature drawer no longer loads all, but only the required spritesheets for each level, which leads to a slight overall performance increase. Furthermore, we created more levels for the Iceworld, which now already offers a good deal of new challenges compared to the Tier 1 levels.