Changelog 1.1.0 v10 - UI Update


Hello, it's right about time for another update, this one took a little while mostly since I couldn't find enough time to work on it these past two weeks, so what is new? 

With this version I decided to focus on the general UI. As much as it's not quite there yet, it does give off better vibe than slapping the default Unity panels and removes inconsistencies. 

Last update brought around a new look for character selection screen, with this update the same style have been applied to the rest of the interface, here is a little before and after for some menus:

I also separated story into chapters that you can pick from in a similar way as choosing a character, story progression is also displayed on locked entries instead for better clarity. And on the topic of story, a few initial entries have been added to the first chapter!

Achievement menu entries will now display title alongside a description on how to obtain each of these achievement. In future versions if an achievement unlocks a new weapon, it will be displayed on the list as well, that is, once I figure out how to do that~

Icons for skip, re-roll and shard conversion in the upgrades shop have been missing graphics, it's no longer an issue.

A big quality of life improvement on the scrollable lists, you no longer need to press on specific item in order to drag the list! You can click and drag anywhere on the panel and it should work as intended. Also scrollbars are now a thing.

Later on in the game when things get intense, damage numbers couldn't keep up, so limit for numbers visible on screen have been increased which should help to mitigate the issue.

Also, discord integration is here. It's been here for a while, just disabled, it is now globally enabled for everyone.

Aside from UI changes we've got a new visitor, a mysterious pale man set foot on the land of Sanctuary, with a questionable past and murderous intent in his eyes, he joins the playable characters crew, meet Adam


Adam - The Unforgiven, wielding the power of void that corrupted him to his core, he summons bubbles of cosmic energy towards his foes, that expand after traveling a certain distance. When a group of enemies gathers near him, he can unleash his ultimate summoning a shadowy hand to obliterate his enemies and reduce their cosmic defenses, making them more vulnerable. As his thirst for destruction grows with present enemies so does he succumb to the corruption, making him both more powerful and vulnerable.


The update isn't as big as I wished for it to be, still, the new interface was a time sink. There is still a few things I plan for the next update and I kind of want to stick to the 2 weeks per update schedule to keep things rolling so we'll see how many of my ideas actually make it into the next version. Regardless here are a few things to look forward to (not necessarily in a single version):

1. New characters and weapons are a priority, altho I want to try making each one more unique to benefit different play styles, like with previously introduced Natalie favoring damage over time

2. A new map have been on my mind for a while now but at the same time, the current one still needs original assets so we'll see where it goes

3. Each update should introduce at least a few new entries since most of the story is already outlined there shouldn't be any inconsistencies anymore, so it's just a matter of writing it down in more detail


As always feedback is very welcome!



Files

requiem-for-a-lost-world-windows-beta.zip 530 MB
Version 10 Oct 08, 2023

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