Patch 0.1.1


Last update was very big and important, but it also brought some, uh... issues. Fortunately I managed to get them fixed AND bring in some new content to the game.


MAIN ADDITION:

I started working on a random level generator and it's available to try out right now! Unfortunately, it's very limited right now. Currently it does the following:

- Create a random layout

- Place a gate in front of the treasure.

- Place a key somewhere nearby

- Spawn a sword and a strange fruit on random nodes

- Spawn a random enemy (skeleton, guardian or maw) on a random node

But hey! It's here! And I sure want to improve it in the future.


Now for the patch notes.

===============[0.1.1]===============

MAIN MENU:

- Added an "Options" page where you can adjust the volume of music, sound effects and voice lines.

- The screen displayed before you start a level, is now significantly more detailed. It provides a more in-depth description of the chosen maze, along with some additional info, such as the approximate amount of enemies.

EDITOR:

- You can now use your scroll wheel to zoom in and out.

- The game now prevents you from entering quotation marks into the level name/description, as doing so would break the .json file.

- Fixed clearing nodes not removing allies from the node.

- Removed the white selection ring. Now selected nodes have their floor highlighted.

- Added particle effects for nodes with a specific prop. Enemies have red glow, items have white sparks, allies have blue smoke and other props have orange particles. This is meant to make finding small props easier, especially when zoomed away.

- Clearing maze nodes is now done through pressing C on your keyboard. Thus, the button for it has been removed.

- Now, when you select a node with a prop, you'll see a text that shows you what's on the node. For example: "Enemy: Skeleton" or "Item: Sword". This is meant to make it easier to recognize props that are hard to see.

- You can now see the amount of uses of each item on the item list.

- You can now assign indexes to keys and gates. A gate with a specific index can only be opened with a key that has the same index. Universal keys can open any lock, regardless of the index.

- Chests can only yield keys with an index of "0". At least for now...

GAMEPLAY:

- Fixed movement on rectangular levels.

- Fixed the bug that caused rotating to mess up the camera during encounters.

- Fixed a bug that caused an exception when you pick up an item from a chest while you have an item equipped.

ENEMIES:

- Hit and run keyword now properly moves the enemy to the opposite side of the maze. No more enemies spawning right next to the player.

- Added a new enemy: Foomiliar

* Hit and run

* Dangerous

* Pursuer: When chase starts - The speed of this enemy increases by 4.

* Demonic: When slain - This enemy will defy death and perform its "After encounter" behavior (in this case, Foomiliar will teleport to the other side of the maze if you use a normal weapon).

- Added a new enemy: Spider

* Kidnapper: On encounter lost - This enemy will move you to a different maze node that is distant but accessible to you.

- Added a new enemy: Clockwork

* Dangerous

* Projectile Time orb: When chase starts - This enemy will shoot an orb that slows you down on hit.

* Time travel: After encounter - This enemy will take up to 10 steps back.

ITEMS:

- Item uses are now assigned to items themselves rather than keywords.

- Fixed the typo in the name of a certain item. Specifically, the trov-TROWEL. Yeah. Trowel.

- Renamed "Key" into "Golden Key"

- Golden Key can now only open locks with a specific index.

- Added a new item: Rusty Key

* Simple Key

* Only 1 use

- Added a new item: Glass Key

* Universal Key: This item can be used to open locks, regardless of their index.

* Only 1 use

- Added a new item: Iron Key

* Universal Key

* Unlimited uses

- Added a new item: Holy Sigil

* Blessed: This item can be used against undead and demons to override their revive/death defiance.

* 2 uses

PREMADE MAZES:

- "Adventure begins" has been completely remade. It is now more fitting as a tutorial level.

- "Hidden gold" no longer has a sword and instead of the strange fruit, it grants you a holy sigil to vanquish the skeleton. I also added a new passage on the lower half of the maze to make it easier to navigate.

- Added a new premade maze: "Chamber of Foo"

OTHERS:

- Removed the disclaimer page.

- M.O.T.E.M. now has a slightly different voice (still me though).

Files

mamemeamaze_011.zip 97 MB
7 days ago

Get Make Me A Maze

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