Update 0.13 - Controller Support & New Interface


As promised, development is back in full swing!

Over the past month I've been ripping out a lot of the old code and replacing it with shiny new code I wrote for my recent games (Ghost Grab 3000 and Singled Out).

Full Controller Support

You can now play the game using just a gamepad or a keyboard -- no mouse required!

Tactics and strategy games don't usually lend themselves well to controller input, but Dungeon Deathball has a snappy single-tile movement system so it totally works here. I experimented with a couple of different methods since this game demands a certain amount of 'preview information' before you commit to an action.

I'm really happy with the results, but I'd love to know what you think. Drop a comment below to let me know your thoughts.

๐Ÿ†• Changes

Here's the full list of changes in this update.

  • Added full controller/keyboard support.
  • Added confirmation step to inputting actions when not using a mouse (this allows you to preview actions before committing to them).
  • Overhauled the entire interface - new graphics, new code, new layouts, etc.
  • All the interface has been scaled down about 25%.
  • All perks unlock a little sooner (Star requirements reduced by 2).
  • Added short intro sequence when each stage begins.
  • Split "How To Play" section up into more categories and with an easier browsing format.
  • "How To Play" section is now accessible from the in-game pause menu.
  • Rearranged the player info panel layout.
  • AP gauge is now bigger to make it more visible.
  • "Not enough Stamina" warning is now red and it pulses.
  • Added Unity Analytics to better understand how you're playing the game.
  • You can now skip the title animation.
  • Enemy action intention markers are no longer displayed until you click "Start" on a stage.
  • Character sprites are smaller so its easier to see tile data below them.
  • Character intention markers now animate when they appear.
  • Removed achievements from Steam for now. They're not implemented yet so they were just confusing people being listed on the Steam page.

๐Ÿ”œ Coming soon...

The next steps are to rewrite a lot of the gameplay code. This will make it much easier to add new content... meaning new enemy types with new attack patterns and new ways to pulverise your puny human team. I'm also considering some big changes to the general aesthetic/theming of the game, but I'll save that for a future news post.

Thanks for checking out this update. I hope you like it! Please remember to share your thoughts in the comments, review, discussions or Discord!

Matt


Files

DungeonDeathball_v0-13-0_Windows64_Standalone.zip 56 MB
Sep 08, 2020

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