- 1.01 / 1.02 / 1.03 Small Update Notes - 6 September 2024
Hello Wizards! I've just uploaded some small patches. Version 1.01 - Players button removed. - Advice panel added. Version 1.02 - Feedback and report bugs panel revised. Version 1.03 - Leaderboards fixed. See you soon, and may your spells always find their mark!
- Dev Log 7 - 11 August 2024
Hello everyone, Sharing the final dev log before the game's release. I hope that after the launch, we can continue improving this game together. Thank you in advance to everyone who plays and supports the game. Here’s what’s been done: Added 5 more enemies, including 2 new bosses. Three of these enemies, including the bosses, have unique special attack abilities: Demon King, Storm Knight, Mushroom, Sea Monster, and Naga Monster. The slow aura feature of Catastrophe was removed as it made the game too difficult and somewhat unclear, but this ability has been reworked and added to the Naga Monster. Added a tooltip feature to the main menu. Numerous bugs, both large and small, were fixed after extensive playtesting. Unique enemies were assigned to each map, and enemy spawns were recreated accordingly across all maps. The Evil Mage enemy will be renamed to Undead Mage. Improved the boss pan…
- Dev Log 6 - 15 July 2024
Hello everyone, Yes, I have ported all core functions of the game to multiplayer. During this process, we made several changes to game mechanics and UI, even multiple times. Now, let's talk about the new features: The Catastrophe events are now available on all maps. Instead of being a separate mode, they have become in-game events. Items stay with you at the end of the game, and the item upgrading process has completely changed. There is now a chance for items to be destroyed during the upgrade. All panels in the main menu have been rearranged, and the camera rotation method has been changed. Previously, the camera only rotated around, but now it moves closer to the relevant object. What’s next? The game will be played extensively to optimize the difficulty levels of all stages. We need a new Steam page. The images and videos need to be updated. I’m considering organizing a Closed Beta…
- Dev Log 5 - 11 June 2024
Hello everyone, It's been a long time since the last development log. During this period, I have worked on many things and completed the multiplayer feature. I have made all enemy types and character spells compatible with multiplayer. Additionally, I came up with many great ideas for the game during early access, and I want to share them with you. There will be a complete overhaul of the item system. Items in the game will now be usable not only in the game session you join but also in subsequent sessions. Item upgrades will play a significant role in the game; while upgrading items to higher levels, there will be a risk of the item burning, that is, getting destroyed. Moreover, there will be a change in the game currencies. That's all for now. In the next update, multiplayer features, the catastrophe map, and NPC will be added. These will be the final multiplayer synchronizations. Aft…
- Dev Log 4 - 9 May 2024
Hello everyone, The main menu of the game has been completely redesigned to be in harmony with the in-game UI. From the main screen, we can now select our map and start the game either in a lobby or without one. If we choose to start without a lobby, the game begins in single-player mode; if a lobby is created, the multiplayer mode becomes active. In previous versions of the game, there was a map called Time Challenge, which was essentially the same as the standard map, with the only difference being the rewards based on completion time. I have removed this map and replaced it with a Steam Leaderboard that ranks players based on their completion times for each map. Additionally, numerous bugs and connection issues have been resolved. We can now focus on remaining improvements. I will begin by synchronizing all player spells.
- Dev Log 3 - 23 April 2024
Hello everyone, I'm sad to announce that I've had to postpone the release date of the game. The workload involved in coding to enable disconnected players to reconnect in the multiplayer mode has been extensive, both in what I've already completed and what's still ahead. As a result, it's caused a delay in the game's development. Consequently, I've made the decision to remove this feature from the game and provide you with a more realistic release date. Now, let's delve into some of the recent developments; The transitions between levels have been completed. The final level and its ending panel display have been finished. The end-of-game panel has been developed. The process of creating a lobby from the Steam friend list and entering the game with our friends has been completed.
- Dev Log 2 - 8 April 2024
Hello everyone, Let's set aside the in-game interface for now. Let me introduce you to the new in-game interface. It looks much more cohesive and pleasant. Along with the refresh, extra features have been added. Now we can choose the music we want to play during the game. Here are all the renewed elements: a new skill panel for the game, an equipment-backpack panel, a panel displaying stats, a skill selection panel, and a refreshed in-game menu. Everything continues to progress according to plan in the multiplayer section. I'm working on enabling a player to reconnect when they drop out of the game, which adds a few layers of complexity to the whole process. The next focus will be on level synchronization, game completion, allowing one player to continue solo if another drops out, and refreshing the end-of-game reward panel. Until the next dev log, farewell. New game menu New skill sele…
- Dev Log 1 - 21 March 2024
Hello everyone, The development of features in the multiplayer section is progressing rapidly. Before delving into this section, let's take a brief look at the UI. There are some issues with the in-game UI, and I'm aware of them, so I started making changes before the game was released. It was quite challenging to move items due to the distance between Equipment and Backpack (one on the right side of the screen and the other on the left). Therefore, I introduced the convenience of moving items with a double-click. Now, by bringing both UI elements closer together and refreshing them, the UI has improved. UI improvements will continue even after the game is released, but these enhancements will not be released until the first multiplayer version of the game. Now, let's talk a bit about multiplayer. We've synchronized our first enemy, which is, of course, the simplest enemy with no specia…
- Dev Log 0 - 8 March 2024
Hello everyone, It's been two weeks since I started working on the multiplayer mode. As a developer who has never dealt with network code before, I initially struggled a lot. I began the development process with Unity's NetCode library. I had synchronized the item system and some minor things, but when it came to fast-moving objects like spells, it failed. Fast-moving objects weren't synchronizing well enough. After a brief investigation, I attempted to solve the problem with Photon Fusion, but I couldn't succeed. Then I decided to try with Mirror, and after a 2-day learning process and adjusting the project to fit Mirror, I finally achieved the desired result. Objects are synchronizing fast enough now. As I write this journal, I have started working on synchronizing the map. While my previous estimate for the completion of a smoothly working multiplayer mode was 2 months, my current es…
- Roadmap Before and After Releasing - 22 February 2024
Hello everyone, I would like to talk to you about the developments I've been working on. First and foremost, I've been focusing on developing the multiplayer version of the game as I believe it will make the game much more enjoyable. I have set the release date of the game for mid-May, but if the multiplayer mode isn't ready by then, I may postpone the release date. Another option could be to stick to the release date and publish the multiplayer mode after that. Other developments include: Ability to play the game with a gamepad Mega spells combining different spells More spell options More variety of enemy types A new type of map Other developments will start after the completion of the multiplayer mode.