I also haven’t forgotten about improvements like better keyboard and controller support, but I think it’s more likely those improvements will be worked on after the game initially releases on Steam. I would like to work on some steamworks integration (cloud sync, achievements, etc) for the game as well, but that will likely happen after Next Fest. This would replace the little enemy indicator at the top right, and possibly also the boss health bar. Each enemy in view would have its own little info pane. This info would essentially be a summary of the details normally shown when examining an enemy, including a health bar and active buffs/debuffs. There’s also a nice empty corner at the top-left of the screen where I might add some more enemy info. While these additions are enough to show the game off as a demo, there are some other things I’d like to try and get done before or during Next Fest as well: (note that these pictures are mockups and subject to change) Everything happens in one place on the main UI! These images show the player selecting their staff, and then selecting to imbue a wand in it. #Shattered pixel dungeon staff full#Take a look (click or tap to enlarge each image): The new full interface at 1080p, 4x zoom. The inventory panel has a more streamlined appearance, and some windows and other game interaction are now centered on it as well. #Shattered pixel dungeon staff plus#I shared a concept of this in October, which has now been fully implemented plus some refinements. Getting the game to run via Steam is only the first step though, I’m also almost finished implementing An Interface for Larger Displays. jar build will still be available as well. I’m also going to be working on implementing some platform-specific installers (.msi. #Shattered pixel dungeon staff install#This means the game can now be downloaded and run through Steam without the user having to install Java. I’ve had some time to work on those now, so let’s see where we’re at!įirstly, I have fully implemented Native Executables for Windows, MacOS, and Linux/SteamOS. In addition to the existing game content, the demo will also provide a first look at several of the Desktop enhancements I have planned! Desktop Enhancement ProgressĪs I mentioned in October, there are a variety of features I want to implement before fully launching the game on Steam. It’s worth noting that I would have preferred to make the game free for everyone on Steam for a limited time (like with the iOS release), but having a demo is required for participation in Next Fest. The demo will be available a bit before Next Fest on February 9th at noon EST, and will stay up until the game fully releases on Steam. Demo runs can still be continued from just before the moment the player descends and will carry over to the full game. Descending after floor 10 will redirect players to a screen congratulating them for completing the demo. The demo will feature all game content until the end of floor 10. During this time there will be a free demo of the game, letting people try the desktop version out before it fully releases with v1.2.0. Hey Dungeoneers, I’ve got some news to share on the Steam release!ĭevelopment has been progressing well, and Shattered Pixel Dungeon will be participating in Steam Next Fest, running from Feburary 21st to 28th.
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