0.3.4


Added this version:

  • New Linux version. Every update from now on will include a download for both Windows and Linux.


  • The door of Dawn mechanic is now implemented.  I wanted to do this a couple of versions ago but I needed to fix some problems with chapters before I could implement it. The door is located in A6 (sixth room in chapter 1) and requires 50 morningstar gems to be opened. If opened and traversed it will take the player to a random room in which 2 to 4 portal are located. Each portal will teleport the player to a different chapter (from chapter 2 to 18 currently.)


  • New blood related props: Blood ritual site and blood fountain. Blood ritual sites will makes the player invulnerable for 3 minutes for 200 blood vials. Blood fountains will open the new blood geometry barriers (similar to the glowing auras that you can pay to have removed in the Lower Sections) for 3 minutes for 100 blood vials. I made those to echo the teleportation mirrors (implemented a while ago) that require 400 shards to use. Glass shards and blood vials are the most common loot items and they now both have props that use them as currency.


  • Some new furniture holding "selleable" items. Including a rack of gore vials. The gore vials sell price has been greatly increased, other items prices also have changed but not as much as the gore vial.


  • A bunch of new story elements such as notes and npc dialogues (especially a unique dialogue with the demon blacksmith when you reach his workshop in the Golden Fortress.)


Fixed/changed this version:

  • Did a full play-through of the available content using a maxed-out kit (All demon upgrades + Devilfire) and fixed every problem I encountered. This includes four different bosses having major issues, including  game breaking ones (Last demon lord boss & Corrupted core, effectively soft-blocked on the main path); a bunch of collisions issues with projectiles, attacks and weapons used by said bosses; collision bugs on regular enemies; Devilfire projectiles from the player not being detected as player projectiles by several enemies and bosses making them unkillable if you have the upgrade; several enemy projectiles having misaligned hitboxes/sprites due to a physics process mistake; several enemies having both sound effects and player damage processes missing (Ghouls and drones mostly); A progression flag issue making the boss wall in the Overseer arena stay after the boss fight when it should disappear (effectively soft-blocked on the main path); Removed a bouncing spike ball from the clumps of enemies spawned by the "welcome to hell" difficulty skulls) [...]  -  I'm fairly certain you can now play everything without major crashes as the play-through I did was from the main menu to the final time/NG+ screen and took about 2h30m. 


  • Started to work on performance in a couple ways. Added a visibility functionality on a bunch of enemies and props so that they are hidden when off-screen and shown when on-screen. This might lead to a couple pop up issues if the enemy and it's visibility notifier are misaligned but so far I didn't catch any mistake when implementing this. Toned down several projectiles, props and enemies VFX so that they are not eating so many frames. Especially Swordmasters, Fortress mages and Elder Guardians (All found in the fortress). Revamped several enemy scripts and will keep doing so, especially the older ones. I'll keep working on performance every version from now on and might have to plan some reworks if I end up discovering some major performance flaws somewhere.

  • Level design changes in the Lower sections, the Fortress and the available part of the Bastion. Moved some props, added deco, moved enemies, added/deleted some enemies, added new tiles to the areas mentioned above and made new unique ones related to the Door of Dawn and levels related to it. Modified a bunch of stuff in the most recent levels I made. (The later half of the Golden Fortress.)


Background work:

  • Worked on an intro only playing on NG (will not play on NG+1 and beyond) using words of the Evermother. This isn't implemented yet but the speech can be heard here, used in a trailer: 
  • Started to work on the Bastion (accessible from the catacombs in the lower sections.) - This includes some art, sound effects, level design,  and story progression changes (mostly related to the devil upgrade that will be obtained in the Bastion.)
  • Created every room template for the Bastion and started brainstorming the two bosses that will be found in the Bastion. (The wall demon already present in the Bastion is a secondary boss and isn't affected by this.)
  • Created every room template for the Academy and worked on some rooms that are still inaccessible at the moment. (Academy will be 0.4.x content and beyond.)

Files

LITD-0.3.4.zip 364 MB
Sep 01, 2023
LITD-0.3.4(Linux).zip 368 MB
Sep 01, 2023

Get Left In The Dark

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