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Releases: JaydeeAlkema/BuildingPlayfulWorlds2

Orcen the Necromancer - Early Access - v0.1.0-Alpha

20 Jun 10:41
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So I decided to make this the final version for now (and for the unforeseeable future).
In this version, nothing much has been added, but some bugs have been fixed that made the game less enjoyable (not like it is enjoyable, to begin with at its current state)

What has been changed?

  • Summoned AI and the Dungeon AI will now start fighting each other
  • Mana pool increased and regeneration is changed.
  • Removed the Options menu button as there is no options atm.

How to play?

  • W A S D: Standard movement
  • Mouse Movement: Look around
  • Mouse Button 0 (Left mouse button): Fire Primary attack
  • Mouse Button 1 (Right mouse button): Fire Secondary attack
  • E: Summon a zombie that fights enemies nearby. It is too dumb to follow you tho.
  • R: Restart the map
  • Alt + F4: Close the game (Very unique way of the closing the game tbh)

Orcen the Necromancer - First Release - v0.0.10-Alpha

09 Jun 18:15
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I changed some stuff. Some for the better, a lot for the worse ;(
BUT! I'm finally getting close the what I want to achieve.

What has been changed?

  • Lots of Audio effects have been added: Footsteps, Grunts, SpellFX, Music, etc.
  • Enemies look and act a bit better towards the player.
  • Added the ability to summon a zombie to fight for you (Press 'E' while looking a the ground with max Mana) (Currently Bugged, but works as proof of concept)
  • Added Health bars for the entities in the level. Now you can easily see how much health they have left.
  • Refactored a lot of code. Like I said, lots for the worse (for me, not for performance).
  • Added a simple player HUD. Now you can see your Health and Mana

Orcen the Necromancer - Early Access - v0.0.8-Alpha

03 Jun 17:49
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Welp... I've decided to change a lot of things (which did not end up stabbing me in the back later at all...) And know there is some more art, bug fixes, and general quality of life fixes (in the code, not the game :) ).

What has been changed?

  • Some nice Art Assets have been added. Courtesy of Kenney Assets.
  • The long-awaited AOE spell "Poisoned Grounds" has been added to easily kill multiple enemies at once
  • Lots and lots of code has been changed so that I can easily break the game again.

Orcen the Necromancer - Early Access - v0.0.7-Alpha

28 May 12:55
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Again, A couple of things have been changed. Nothing big but some noticeable improvements to the Dungeon Generation and overall feel of the game.

What has been changed?

  • All the assets have been upscaled to a more realistic size.
  • The main menu has been added with lovely programmer art :)
  • Enemy and Player movement has been changed
  • Increased Player Mana regeneration amount, as it was too low when encountering more than 3 enemies.
  • UI has some text now to show exactly how much Mana/Health is left.

Orcen the Necromancer - Early Access - v0.0.6-Alpha

27 May 15:42
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Today I release Version0.0.6 of Orcen the Necromancer.

A couple of things have been added and changed. For now, the map will always be the same size> I want to add a simple screen when starting the game giving the player the opportunity to edit the map settings (Width, Height, Door probability, Min/Max Amount Enemies)

So what has been added?

  • Enemies now actually damage the player.
  • The player can kill enemies by aiming towards an enemy and casting a temporary spell.
  • Add a simple HUD showing player health and Mana (Mana regenerates slooowly)
  • Simple bugs have been fixed.

Orcen the Necromancer - Early Access - v0.0.4-Alpha

14 May 21:19
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Small Little update. Just adding some Quality of Life improvements along with the possibility to play with the Maze Generations a little.

Changes

  • Add the Possibility to change Core Maze Variables in the build and play with different settings.
  • Increase FOV a little so you don't get nauseous quickly when moving so much.

Orcen the Necromancer - Early Access - v0.0.3-Alpha

14 May 18:45
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This release adds a couple of new things. The Maze now has separated rooms with working doors. with this functionality, I also implemented Occlusion Culling for rooms that are not within view.

Changes

  • Maze Generates Rooms.
  • Add First Person Player Controller.
  • Player Get's Spawned in a random starting room.
  • Add Occlusion Culling.

Problems

  • Shadows don't seem to be quite right.
  • Doors Flip instantly when you pass through them. (Easy to fix, but forgot about it :/ )
  • Still no dedicated Quit/Pause Menu.
  • You can't Jump because space resets the Scene.

Orcen the Necromancer - First Release - v0.0.1-Alpha

14 May 15:17
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This will be the first-ever Release of "Orcen the Necromancer". This Release is the earliest a release can be. Within this version, you will only be able to see what Kind of (Maze)generation I will be using for this project.

Maze Generation Guide Followed: https://catlikecoding.com/unity/tutorials/maze/

Controls

  • Look: Hold Right Mouse Button
  • Move: W A S D
  • Up/Down: Q E
  • LShift: Boost
  • Regenerate Maze: Space
  • Exit Application: Alt+f4