Update Notes #3 7/3/24


No one is really following me yet so I don't feel too bad about this, but this update is two days late from my self appointed update release schedule.  Why is it late? Well... Minecraft. Yeah I got pretty addicted to playing on a friends server this past Sunday and I've put in probably 20+ hours over the last two days. 

Today I woke up early (6:30 is my normal wake up time every day during the school year, but over the summer 6:30 feels soooo early) and put a 1 hour timer on with the stipulation that I had to code for at least an hour before I could play minecraft. I've ended up working nearly 8 hours (there was  a lunch break but I ate while I worked so it's hard to calculate) and have made maaaajor progress with the mission system. These patch notes below aren't conclusive, but that's because I have no idea what all has been accomplished since last update. It was a very productive week last week, and a very very very productive day today. 

Some small notes on todays release: Missions may *look* like they work (you can drag followers into them and start them) but they don't subtract or award resources. You also can currently assign the same followers to multiple missions, which is not supposed to be aloud. Basically all of the structure is visibly there - and the missions are randomly generated (although with very limited parameters) - but they don't accomplish what they should. When I have them set up properly, I will remove the special resource conversion in the match3 section of the game. That was always meant to be temporary while I worked on missions that would accomplish the same thing. 

Update notes #3

1. Temporarilly removed settings file interactions (was encountering glitches and it wasn't in use anyways).

2. Fixed the screen being dark while build ui was open (that was a dumb error on my part)

3. Fixed clicks registering in TD corner while another screen was covering it.

4. Updated the pan and zoom fixes introduced last patch to avoid conflicts with TD UI

(previously, the tower upgrade UI would block the top portion of the map at lots of zoom settings and the pan limits prevented players from moving it out of the way. The pan boundaries are now responsive to wheather or not the tower upgrade UI is visible.)

5. Cleaned up old scripts and tidied up the editing space for my own sanity

6. Prevented level 1 towers from automatically showing level 2 upgrade stats of light tower when selected

7. All tower fire rates now displayed in seconds per shot

8. Towers now show their new upgraded radius if it will be different from their current radius

9. Fixed a game breaking bug where purple slimes instantly crashed the game while trying to split into smaller slimes on death. (cyclic dependency error)

10. Tower defense ballancing has begun in earnest.

11. Medium purple tower now has art to show it's overkill AOE damage (death bomb) in action! 

12. Designed a new enemy path tileset (not yet implemented) and realized that the path generation algorythm needs to be adjusted so that the path has a margin on either side...

13. Made it so that the game actually uses randomly generated maps!!!! .... They suck because I haven't made the algorythm generate 3 wide paths...

14. Fixed the previously broken settings system! (the settings still do nothing for you)

15. Rescaled everything to 1/1 ratio (was previously .425 for some backend reasons) and fixed map path scaling.

16. Made zoom and pan better (for like the 8th time). It now respects maps of any size and shape.

17. Made random map gen also randomize the size of the map.

18. Forced random generation to respect the border of the map.

19. fixed the main menu button in the pause map

20. implemented the most basic building blocks of followers and missions. (and got very confused about how draging and dropping works in godot...)

21. found (and fixed) bug where match3 section would try to move tiles even when other corners were full screen 

22. Spent an hour trying to figure out why the top follower slot was missing a right border (it was some bad dev on my part)

Files

MNM EXE V0.5.1.3.zip 39 MB
Jul 03, 2024

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