Updates
I originally started posting the change log on the reddit post for this game over at r/playmygame. I have since discovered r/indiegames and will be posting there more frequently. That being said, since I'm also hosting the builds here, is accessed more often than the reddit post (Gee, who would've thought?) I'll be making posts regarding the updates for each build. So here are the first 4 major update, sorted by most recent. I look forward to hearing from you. Player feedback is possibly the most important thing right now as I'm still tuning and fixing parts of the game before I add new content.
Update 5 - [Sept 19] An attempt at performance improvements
- Reduced Bullet Count on Some Enemies to simplify patterns. (TLDR; Nerf'd again)
- Some wall changes to reduce Total Tris count
- Lost Mother's last pattern now has a charge animation, indicating when it'll blast again
- Fixed some animations on the Lost Mother
- Mouse aim now works on the bosses!
Update 4.0.1 - Hotfix
- Fixed Cursor Lock mode from Confined to Lock
Update 4 - Fixes (available for Windows, Linux and WebGL)
- Fixed Bullet appearing in Menu after leaving any stage.
- Reduced X Axis Sensitivity when aiming (divided by 1.8) -- Needs feedback!
- Decrease bullet count and damage from the Lost Mother's (boss) beam
- Made some changes to animation, mesh no longer gets halfway stuck when shooting.
- Shooting rig is now somewhat more natural (needs feedback) (Snapping when going too far is a known bug)
- Mouse now locks to game when in maze or boss
- Implemented base for Dreams and Nightmares (Nightmares are intended to be either have different enemies, or reduce Health/Fragment Orbs)
- Fixed EnemyAI standing still for over 10 seconds after seeing player
- Increased Floor Tile Size from 18 to 20 to aid with the lights per Object limit
- Pause and Select to go back to menu should now work.
- Orbs, Keys, and Doors now have an icon on the minimap
- Unnecessary UI elements are now hidden when in Bosses
[Update 2+3] - A visual improvement with significant technical improvements
- Fixed Enemies that didn't die
- Improved Enemy Navigation
- Fixed some Enemy animations
- Improved Visuals to reflect original version
- Added Decorations
- Fixed Light limit Issues
- Maze is now 7x7
- Camera now a static height
- Fixed Menu for ease of use for controllers.
- Some enemies have been made easier
- Internal; ShotRig now doesn't break mid-game (still no animation fix)
- Internal; Attempt at enemy fade out upon death (similar to original)
[Update 1] - The first f many
- Time is resumed on scene load.
- Game Over once timer is out of time
- Reverted Boss Stage to Original Camera Angle* (Needs feedback)
- Enemy Revives Properly.
- Arm Aim rig works on static as well as freelook cameras
- Reduced volume of player shot
Files
The Dreamer's Princess [Open Demo]
A Maze Bullet Hell Shooter
Status | In development |
Author | SolAZDev |
Genre | Shooter, Role Playing |
Tags | Bullet Hell, Fantasy, maze, Singleplayer, Third-Person Shooter, Unity |
Languages | English |
More posts
- Gameplay Update & Immediate PlansJul 16, 2022
- Update 6 : Post ConexionJul 17, 2021
- Update 5(.1) - Optimizations Pt 1Sep 22, 2020
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