XaiJu
Shattered Pixel
Shattered Pixel

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Final Next Fest Prep | Patreon Weekly #141

Hey Patrons!

Firstly, there’s a new Shattered Secrets! In this one I’m showing some new music for each of the game’s bosses!

I’ve also not yet heard back from a majority of Patrons who I sent pins to in the second round. If you received a pin please let me know! I am still planning to send another batch this month, but I want to get an idea of how serious any shipping issues may have been. I may scale back the size of pin shipping rounds a bit to help offset shipping risks, which would mean we’ll get fully caught up in April.

Finally, in this weekly I’m going to share probably a final planning update for new desktop features, and some concepting for the actual content coming to v1.2.0.

Finishing Up on Desktop Improvements

Since last weekly I’ve released the demo to the public and pushed a few updates to it! The demo now has tooltips, some right click support and several hiccups with the new UI have been improved. I’ve started to better home in on what I want to do by Next Fest before moving on to v1.2.0’s content:

I will still make other improvements after v1.2.0 releases, but I think these will be enough to start with, and I can adjust or re-prioritize based on feedback.

Starting on Content Concepting

Once upon a time I was thinking about more than desktop features for v1.2.0. While the update has definitely become mostly focused on the Steam release, I do hope to put at least some content in it too!

Firstly, I plan to do a Full Balance Pass, with an emphasis on alchemy produce. I haven’t run the full numbers on this yet, but it will mostly be focused around buffs to underpowered or underused items.

Next, it’s two piece of content that you guys voted for!

I plan to at least partially rework the Master Thieves’ Armband. Currently the armband isn’t much use outside of shops, and I would be mainly looking at addressing that. The specifics of this aren’t totally solid yet, but I’m leaning toward giving it a new ability that will let the player steal from enemies. This would let them get extra loot from the armband outside of shops, and might have some applications in combat itself as well.

I’m also going to be making some Levelgen Improvements. This will mainly be focused on some adjustments and expansions to special rooms. In particular it might be nice to add a challenge room or two that take advantage of some of the new mechanics Shattered has added over the years. I’m also looking to make a few tweaks to level feelings, including putting a level feel indicator in the primary UI. Here’s a look at some icons I made for that.

I haven’t found a great place to put these icons yet though, so I may decide to switch to using a buff to showcase the level feeling instead.

Comments

I've mentioned this several times, but I'm wary of adding too many slots specifically because I don't want things to get too complex. 4 or 6 items at your fingertips is already a lot. That's why I've been focusing on adding effects that reduce quickslot demand, like most of the recent changes to alchemy.

Shattered Pixel

I like the idea of more quick slots as there can sometimes be far too many actions to remember. Would you consider more than 6 (maybe 8 or a customizable selection) for mobile/pc in the future?

Spam Account

Okay sweet!

Joseph Dupas

As it happens, the game already supports seeds internally, but I haven't enabled user editing of them yet. Historically this was because the game didn't have proper text input, and because I was concerned that seeds would become outdated as the game updated (see minecraft as an example of this). Both of these aren't as big concerns now though, so seed sharing is a lot more likely to be added soon.

Shattered Pixel

Could you possibly make a seed input/make seeds easier to access. It would be cool to share seeds for challenges. Or cool stuff.

Joseph Dupas

My original idea was to put them next to the depth number, but they felt clunky there. The buff bar is an established place for miscellaneous visual elements to do, and is arguably already used for levels because of the level lock debuff.

Shattered Pixel

I think that level feeling icons are an awesome idea, while I do agree that I’m not sure where a good place to place them would be, I think that clumping them with buffs seems a little random and rough

Dr_Purple07

Good stuff! I'm confident that the end product will be amazing!

Zrp200


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