With my awful scope creep I would prefer defying gravity because I do a bad job fighting complexity.
Though I lost the weekend to the convention and got back exhausted, I think I was able to hit a great pace the rest of this week.
This is the second week I'm ranting about collisions but they took so much rework. Look forward to a post about the majority of what was involved and why it took so long.
The next Keystroke encounter was supposed to be a short and straightforward event, I got lost down the rabbit hole of trying a few new things. I hope you enjoy the variety!
Not bad for a week huh?


Release of Keystroke 3.0! β¨οΈ

NEW Common gambling π hack! A game of chance with potential massive benefits! Careful not to blow all of your π! (I started making this months ago and failed at the scope/complexity. At least I had enough time this week!)
π©βπ« NEW Extended Tutorial encounter moved from Gold! Liya has a few more things to teach you!
π« NEW Monica Mall Boss moved from Gold! You wouldn't let your new girlfriend in the hands of the competition... Would you...? Optional NTR.
Blake Temple encounter strip functionality added and improved estim.
Estim added to Andrea in Mall.
Estim added to Taylor in Mall.
Music change hack added to Mall.
Music change hack added to Temple.
2 songs added to Mall and Hospital.
1 song added to Temple.
Boss selector added to Mall.
Music, coding, and gold member credits added. (It takes a while to write all of the support I get!)
Hopefully fixed some objects duplicating when moving from act to act.

πΏ NEW Mandrake enemies! These little guys lie in hiding until you approach for an ambush. The first jumping enemy!

π§Ώ Big collision overhaul continues! This should cause the player to not walk on unwalkable things with the new system.
Player collision pathfinding changed to be able to walk even closer to objects and hopefully pathfinding lag further reduced on slower machines.
β Player now cannot be hurt within 1 second of being hurt from most threats. This should make the game a fair bit easier against groups.
Player falling into pits will not cause you to walk around aimlessly and lock the game. (issue with new collision maps)
Crystal orc body remains after death.
Player won't moonwalk when depths platforms lowering.
Skele and warrior slimes now damaged by earth weapon.
Slime on player art shows up again.
Enemies and treasure chests drop upgrades faster now.
Sounds added to candle lighting in Cemetery Act 2.
Scene transitions cleaned up.
Fixed a few songs playing over each other.
Water auras and sounds should not infinitely spawn anymore when walking on water.
Water weapon now starts with 2 projectiles. I thought I did this months ago but perhaps it didn't save.
Water weapon cooldown decreased by about 30%.
Water weapon will not correctly fire faster in last Terra Act, Haven Act 2 and 3 when on water.
All holy weapon levels 1 shard more expensive. The holy weapon was being upgraded faster than anything else because I don't have enough things to spend the shards on yet.
Removed some actions you can do while paused.
Orc mage ground spikes slowed by 20%.
Orc mages bodies remain after death.

π» Megan/Caprice/Anissa scene moved from Gold! I bet you were all curious to see how I pulled this one off. So far it is landing with the Gold members better than I expected - I'm hopeful that continues!

Keystroke β¨οΈ

π NEW Jade Temple Encounter! While I set off to make a simple scene to get "caught up", I was tempted to build in 2 new systems that seemed like they fit. Enjoy what sent me down a rabbit hole of learning 2 new javascript functions and adding 2x as much content as I set out to. What will you confess?
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Everyone who comments will get free π§© for personalized commissions!
Sventra
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