Steam Demo Build #3 - Crossing the river


Added keyboard shortcut for fullscreen (F11).

I had a nice .gif animation to show you (boo for small file upload limits) but you will have to trust me - when you press F11 the game will now go fullscreen. You can press again to toggle back to windowed mode.

Crossing the river

Previously we had a coordinate system for players and then a separate system for other map objects. This worked for a very long time until we needed to prevent objects spawning on top of other objects and prevent move turns moving sprites onto object tiles. In order to sort this for good I had to do the very risky (at this late stage of development) task of making a universal coordinate system that could calculate valid tiles without any objects present. I'm happy to say this change has worked and has not caused a huge amount of bugs afterwards.


Alternate battle actions

We had a siguation where AI players would end up both choosing a defend action if HP was low. This is a boring situation in a battle - so now we have at least one of them choose to attack instead.

AI - no escape for you

I discovered a funny bug where you could escape traps by starting a battle. I had prevented this a while for human players but AI players were still able to get around this and trigger the bug. AI players will no longer be able to do thing going forward.

Bug free?!

I'm happy to announce the game currently doesn't have any bugs right now and the focus is on small new feature/polish. Of course the Steam page going live is absolutely the focus too! All going well I will be aiming to launch the Steam page either December or January next year.

Changes

  • Fixed path calculations after coordinate system refactor.
  • Added alternate battle action feature (prevents double defend actions).
  • Refactor map coords system to be more unified.
  • Fixed AI player able to attack to escape traps.
  • Added keyboard shortcut for fullscreen (F11).
  • Updated progress animation to improve visuals.
  • Reduce item delay for destroy to prevent being stuck.
  • Fixed follow persisting after enemy removed from the map.

Wrapping up

Thanks to all the players who have reported bugs and feedback so far! Very excited to progress further in getting the game ready for Steam.

Get RelicWar Demo

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