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Messages - dingoZero

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16
Fixed it. Two of the LevelStarts had the same index. Heh.

Also, we're not going to be able to push the update right away because the town is in shambles. It's getting a facelift/overhaul, but currently it's barely functional.

17
Update 1.06 is on the workshop.

-Balanced the thieves in the sewer, Goldface and his goons should be less deadly.
-Re-worked the Obelisk towers in the Catacombs.
-Balanced the explodey zombie lumps in the catacombs. They should do less damage.
-The ranger mini-boss does less damage and shoots fewer arrows.

-Dying via drowning is no longer possible.

-Added two new enemy types in the waters of Dingovania.
-Added new music to the mines and caves of Dingovania.

18
I guess a billboard with the word "SHOP" on it might come in handy.

19
It's in the central town.  ;)

20
I'll work on fixing all of those errors. I want to redesign the catacombs arrow/stairs "puzzle" to be something completely different. The spider boss is still WIP. The animations aren't completely done yet and I still want to tweak her abilities and the encounter. Some of the speech-bubbles break in multiplayer, I'm going to fix them all so that they're only trigger-able once per "rotation" of speech.

We've decided to release the second half of the campaign all in one chunk. In the meantime all of the updates we release will be aimed at polish and bugfixes to this beta file. I want to add more puzzles and more depth to the overworld, as it is a pretty flat and boring part of the campaign. The design goal is that there will always be something to do there in-between acts of the campaign.

Also, about the moving grass. I used to be able to be cut, like the grass in Zelda games. I really liked the way that this worked, but it had too big of a performance impact. It also had the benefit of "obscuring" the player from any enemies. Both of these features relied on collision; unfortunately pathfinding and collision are the two biggest performance drains, especially over multiplayer.

We are glad that you all liked it and are determined to keep working until it's closer to perfect.

21
A lot of the good ones have been deleted or lost in the depths of the backups.

22
I should post some of my first tries at art.

23
Editor Discussion / Re: standard spikes
« on: April 01, 2015, 06:15:25 AM »
'I am making a minimap for my friends'

:) that's how it starts...

Could you elaborate on how you are scripting these spikes? I could help if I knew exactly how you were trying to script them.

Better yet, attach the level file you are working on.


24
To the Hammerwatch Community,

Welcome to the Dingovania Beta!

This is roughly half of the campaign. It is comprised of two bosses and five main levels.

At this point in time, what you see is unpolished and somewhat imbalanced, so please leave comments and suggestions as to how to fix/polish/balance things. We have been testing for a week internally, but we’ve probably missed stuff.  It’s hard to balance when you know what is coming and how to overcome challenges; that’s why we need you.

We suggest playing through with infinite lives at first, and then afterwards playing without infinite lives. Additionally, the experience is best when you are playing local couch co-op. There are a few technical issues later in the campaign which inhibit gameplay over internet multiplayer. If you get stuck in such positions, post on the workshop or the official forums and we will give you tips on how to proceed.

The general structure of the campaign is fairly linear with optional side branches. These branches will evolve as we release more content. Our goal is to make the branches worthwhile by having them offer gold and, more importantly, upgrade tokens which allow the main vendors in the central town to sell higher tiers of upgrades. Although it is not impossible to beat the bosses without these upgrades, we encourage it.

At this point in time, some of the “breadcrumbs” meant to lead the player forward through the main quest could be confusing, so pay attention to dialogue. Also, the over-world is not as dense as it should be. Soon it will be a lot more interesting, but don’t be afraid to tell us what we have done wrong here.

Moving forward, we will be vigilant in the coming weeks. Expect balance and polish patches, bug fixes, and more content on a weekly basis. If you are worried that you will have to beat the same content over and over again to see new content, don’t fear. The next beta update will include a way to skip tiers and level up in campaign (this will be removed upon full release).

We are excited to see you break our campaign.

- Jon, Graham, and the rest of the Dingovania team.

TL;DR

We've released a beta, download is on the workshop and on mega.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=417040187

Mega: https://mega.co.nz/#!HMo2ELZI!pDHa1FiH_Um4535RL11GP9368xezrtwOkj_uWbpIprw

25
Hammerwatch Discussion / Re: Temple of the Sun Multiplayer?
« on: January 16, 2015, 08:29:50 AM »
Yes.

26
Editor Discussion / Re: Need a little help
« on: January 15, 2015, 12:08:19 AM »
Yes.

Although my initial theory was that the change variable was triggered with every increment counter trigger; it worked when I set the change variable script to set to 2 instead of add 1.

27
Editor Discussion / Re: Need a little help
« on: January 14, 2015, 09:04:40 PM »
I linked the counter script to the add to variable script and it seems to work.


28
I try to balance around co-op play. Some puzzles require cooperation, but are simplified if there is only one player.

I encourage everyone to play with friends.


29
I've added the new trailer! It's Friday in one alternate reality, somewhere.

30
Custom Maps / Re: [CAMPAIGN] Dingovania - Update July 3rd 2014
« on: January 05, 2015, 10:01:46 PM »
Expect a new trailer by Friday.  ;)

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