v0.050 Released - Wearable Armor Sets, Spellborn Race Added, Improved Performance
A couple months ago, I wrote a devlog post detailing the upcoming changes and features that the game still needed. One of those features was wearable armor sets. Despite being just a single point, it was by *far* the biggest feature in terms of work required. Over the last month, I have added several hundred frames of animation that contain all of the sets of armor that the player can obtain in this build of the game, plus a couple extra ones not yet implemented. This was a huge undertaking, and there were a ton of additional sprites that also need to be made for player appendages that needed to be hidden/shown in relation to these sets.
It was hours and hours of tedious work, but it's finally done. Shaders took some of the work load off of me, but there were still so many models to make! This is the reason why the Elf race was retired, and instead I replaced it with the Spellborn, which uses the base model of the Human and Lizardfolk. This decision was made because of just how much work went into making the many different armor, helmet, and shield sets. Having two different body types doubled the work, and the Elf's body type was unique and would require a third set of sprites...it's just too much. For my sake, the remaining races will use one of the two models.
The Spellborn is functionally identical to the Elf in terms of bonuses and stats, just that the model is now a purple-skinned humanoid with glowing yellow eyes. The race's portrait on the Character Creation screen looks like this:
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I could not be more happy with how the armor animations turned out - I spent a lot of time making sure that each perspective looked correct and that each part of the armor moved accordingly with the player. This is what the models look like on your character:
All sets are interchangeable as well!
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Also part of this update is a total rehaul of the player movement code as well as a complete redo of the collision code as well. The collision code was always buggy, worked weird, and was prone to glitches. This system has been changed from an object-based system to a tile-based one. Aside from being MUCH more efficient, it will enable me to properly make procedurally generated levels in the future when the Infinite Mode becomes a reality. The Pokemon-like sound when you bumped into walls has also been removed. Other changes included with this patch:
1. Fixed an issue where casting Healing Touch would cause your mana to deduct twice.
2. Updated some NPC sprites, largely to reflect finalized Player appearance. (Especially affects Kobolds). Added in a special dialogue that reminds you to equip a knife if you have not already done so in the Teleportation Room, prior to the first match.
3. Added in a special dialogue that reminds you to equip a knife if you have not already done so in the Teleportation Room, prior to the first match.
4. Added in a few extra objects in a few rooms.
5. A few levels have been adjusted downwards a bit in difficulty.
Files
Get Tower of the Immortals
Tower of the Immortals
Tower of the Immortals Demo
Status | In development |
Author | Bynary Fission |
Genre | Action, Role Playing |
Tags | 2D, 8-Bit, Action RPG, arpg, Boss battle, Fantasy, NES (Nintendo Entertainment System), Pixel Art, tower |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
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