Dev Update - 2/12/2019


Currently working on the fourth story chapter that will be the last of the sorceress flashback levels. This one is going to be in the dark with player units carrying lights. Enemy info will be hidden if outside of the lights. Basic features needed for the level are complete but still need to create new characters and enemies. Not super happy with the appearance of the lights yet. I think I need to explore custom shaders that allow changing the light fall off of the spotlights.

 

The third story chapter is getting close to ready but still working on making the boss fight more interesting and general balancing of enemies. This level is a tower with escalating enemy difficulty the higher you climb.

Once the dark level is wrapped up, I’ll be moving on to the final story chapter and then an alpha release of the full game. This will include only some of the skirmish changes I want to make with more releasing later on. My goal is to have this release ready before the end of March.

A few things I’m hoping to find time to work on soon:

  • Better tutorial instructions: likely some sort of overlay/callout that helps indicate the basic features.
  • Difficulty adjustment: to start this will be for lowering the difficulty by increasing the odds of player hit and decreasing the odds of enemy hit.
  • Lore viewer: I think this will begin as a way to view enemy details but I would like it to include general info about the setting as well.


General Improvements

  • Tile grid now has alternating color pattern
  • Increased flying movement speed
  • Improved the process for determining the direction units face at level start
  • Improved lighting
  • Fixed a bug with ability cool down that allowed for double movement
  • Fixed a bug where a player was able to be placed onto an obstacle

Thanks once again for your support and feedback!

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