Softlocks Amirite? - Final Notice V0.3.1
Welcome back, welcome back, this time it's the 0.3.1 patch with some fixes from 0.3.0 and a small progress update on the 0.3.5 and 0.4.0 patches to come. Not a big one, so let's dive into what's mended.
Select Card Effect Softlock Fixed!
So we've got that lil ol' effect that lets you select a card for some effects, Carbon Copy, Odds-On-Favourite so on and so forth.
Yeah well if you did it as the last card in hand it'd mean you can't swap turns and you've got nothing to play so uhhhh... yeah. Fixed that. Card that select, if you play it as your last card, now simply discard and tell you there's nothing to select. My condolences to anyone that popped off crazy hard and then had the misfortune to play their last card as a select effect.
Debug Buttons Removed
Again, comical, I'd debugged 0.3.0 quite a bit, which meant I'd left some hotkeys in the game that could be used, such as completely restarting the game using R. If you've found at some point you were just playing, then got slammed back to the main menu...
Ya pressed R, buddy.
I've took these out of the public build and left them in the dev build because I'm going to be real I was debugging the early stages of the new adjective and a little work on the upcoming bounty system last night and it just sucked not being able to quickly restart or randomly nuke the boss for the sake of seeing if the AI responded correctly. Speaking of...
Bounty System Sneak Peek
0.4.0 is obviously a ways off, but I'll cover that in a second. For the meantime, check this out:
Now, obviously it's not too much to look at right now, but the actual back end of all this is already hooked in, bounties can be selected, passed to deck select and loaded as scripted boss fights already. Now to just, yknow, script the boss fight (lmao.)
Either way, keep your eyes on these devlogs, I'll be including some sneak peeks in the run up to 0.4.0 as the 0.3.x cycle continues on. Leads me nicely to my next point - scheduling.
Update Schedule
Now, up until here, it's been daily updates, and honestly that's all well and good for me, I don't particularly mind doing that right now, but I can imagine that eventually that's gonna wear off as this project grows and I'm going to end up tripping over my own shoelaces to hit that same pace. I was actually just in time with the 0.3.0 release, literally was finishing it up the same day it was posted. So, here's what's gonna be the schedule going forward, starting from Wednesday, where big patches will come.
- Wednesday: Major patches (0.X.5 or 0.X+1.0)
- Thursday: Minor Fixes/small teasers (that's today!)
- Friday: "What's coming next week" and small updates (couple new cards, some new art, etc)
- Saturday: NOTHIN'. It's saturday get out there and lounge around somewhere nice.
- Sunday: Thoughtpiece devlog, and some more content additions - I'll quite literally just be yapping, feel free to skip the devlog.
- Monday: Fixes for a stable base leading into...
- TUESDAY: ...nothing, I'm going to be prepping the major patch for the following day lmfao.
If you've counted that, that's an update on: Thursday, Friday, Sunday, Monday and Wednesday.
With all that said, thank you again to those that have picked up the game and as per usual,
Till next time!
Get Final Notice
Final Notice
Immortality is not a right. It’s a paperwork error.
Status | In development |
Author | themokujin |
Genre | Card Game, Strategy |
Tags | 2D, Creepy, Dark, Deck Building, Horror, Pixel Art, Singleplayer, Turn-based |
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