Here's the second monthly build! I'll be writing a devlog post later on today, but for now here's the build itself and its changelog~
Updated Credits
Expanded debug room
Note: In this build, you can press F1-F5 to mess around with status ailments, while in debug mode. Each number correlates with a given status.
Added status ailments that Naomi can be inflicted with. The following have been implemented: Poison, Sleep, Stone, Heat, Hypno
Added the Whip weapon type. Acting as an in-between for Swords and Dragonslayers, the Whip has more inconsistent and slightly weaker damage than swords, in exchange for wider range. Similarly to Dragonslayers and Bows, it can be charged as its alternate attack. However, it will still deal its normal damage at 0 charge, unlike its charge-oriented counterparts.
Added the Firearm/Gun weapon type. Guns have a consistent damage output, with varying attack cooldown times. Unlike Bows, they can not be charged for greater damage, or used as melee. Guns can utilize different types of consumable ammo, stored and equipped via Naomi's inventory. Ammo changes the physical properties of bullets.
Extending from the idea of firearms having consumable ammo, Bows now have consumable arrows, focused largely on status effects.
Tweaked the physics particles created by destructible objects, improved their collision code and made them play nice with underwater destructibles.
Greed no longer works on destructible objects, now only working on enemy drops.
Greed now effects the prices items can be sold for.
Swords now only block when holding the special button. Before, holding the attack button would transition into a guard.
Swords now have a three hit combo, similar to fists. Tweaked and fixed some bugs with the combo attack system that've gone overlooked/ignored for a while, since they were more noticable with sword combos than fist combos.
Made some tweaks to Dragonslayers. They now have a quick jab attack, which can either be used by tapping the attack button, or pressing the special button. They also have a follow up/sheath attack that can be used by tapping the attack button immediately after swinging. Also, limited their minimum damage output to at least half their normal attack power, unless Naomi attacks with 0 stance.
Altered how blocking works, made the stance it consumes more variable, and fixed a slight bug where it wasn't detracting damage properly for partial blocks.
Introduced variable stack sizes for items. Resurrection Eggs now have a stack size of 1.
Bronze rarity equipment may now have a single tier 2 modifier. (50/50 chance of either T2/N or T1/T1 mods)
Fixed a small movement bug where you could increase your horizontal movement speed by sort of bunnyhopping. This was reported a month or two ago, but I forgot about it until I was organizing some of my notes and stumbled back across it.
Quest item chests now check if the player has the quest item they give or not, to determine whether or not they're interactable. (All chests work on a key/bool system that only check if that particular instance has been opened. Which has worked for the most part, but will break if I later decide to move chests around.)
Fixed an issue where water would draw Player FX such as the interaction thought bubble if they were in the top/left corner of a given room.
dkoscarp
2025-05-17 05:06:37 +0000 UTC