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Monstrous Descent v0.3.0-alpha
Pre-release
Pre-release
New Features
Core gameplay
- The Fog (players main driving force on map)
Level
- Ability to move through multiple levels
- Possibility to rest after battle (rest advances global time)
Visual indicators
- Emphasize what figurines turn it is
- Show remaining skill and move points
- Effect/Stat/Skill info on hover
- Indicators - damage values and effects
Tutorial
- Combat introduction
Seeding
- Implemented seed usage for map and level generation
Story
- Added some comments by The Shadow
SFX
- Added temporary sound effects for various actions (we're experimenting)
Fixes
AI
- AI no longer sometimes doesn't move on level start
- AI no longer has the capability to move the player or end the players turn
- AI no longer ends turn before it's attack has effect on the battlefield
- AI now properly starts to search the map if certain conditions are met
- many fixes with how AI behaves and interacts with the player
- AI Nomax now handles it's skills correctly
Level
- game no longer crashes on level lost
- can no longer end turn while monster is picked up
- when knocked out of bounds, figurine no longer causes crash
- can no longer click on disappearing buttons
- selecting upward attack direction no longer picks up selected figurine
- enemies are no longer seen when entering paused level from menu
In the works
Monsters
Lupernix - 20% complete
needs work: skill animations, skill implementation
lupernix.mp4
Spiquida - 50% complete
needs work: idle rework (with inverse kinematics because the amount of joints is too large for animating using forward kinematics), skill animations
spiquida.mp4
Launch instructions:
windows: extract .zip
linux: extract .tar.xz
keep files in the same directory
tips:
- esc in level for in game menu
- f11 for fullscreen
notes from testers:
- sometimes levels can be skipped (enemies appear to not spawn properly)
bugs found after release:
- if you exhaust a figurines movement points on the last turn, it is not possible to drag it to the inventory
(source archives only have the .readme we ain't leaking anything)