Archives 2016

Online is fine

The problems I’ve had with my internet connection the past three weeks have been sorted out now so I’m back online! (Yay)

I’ll return ASAP with a development update… alot has happened the last weeks, but i’ll give you a sneak peek!

Made some late adjustments to most maps, along with a lot of optimizations in general, but particularly the item generation and management systems have received large optimizations and will consume ALOT less memory in 2.26!

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The work is coming along nicely with the next chapters of LBKR. I’ve already begun laying out the maps for Chapter 7, taking place in a cave system

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Three new miniboss modifiers has been added this far:
-Bloated: The monster may release toxic gas around itself when taking damage from the player
-Agitator: The monster will buff the Damage, Crit Chance, Crit Damage and Armor Rating skills of nearby friends
-Prober: The monster summons multiple laser probes that rotate at the location it was summoned at, dealing fire damage to the player character if he makes contact with the beam

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The HUD has received an update as can be seen in the screenshot below (compared to the screenshots above…)
Your character’s level is now displayed at the lower left, next to your item quickbar, the yellow circle surrounding the level value is the new experience bar.
Also, the mini-menu to the lower right is now a pop-up menu.

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As I mentioned earlier, I’ll return as soon as I can with a full update report, until then, thanks for your support and interest!

Disconnected

my router broke last week so I can only access the web with My phone for the time beeing, this means that updates and articles Will be delayed for awhile, until I’ve replaced the router!

By the way… Massive optimizations aswell as à new “Hardcore” game mode with arcade-like trackers and perma-Death will be included in LBKR v2.26 release!

New mail

A new mail account has been created for the LBKR game, feel free to send me a message if you’re having problems launching the game or want to give feedback or whatever! 🙂

  • crumblingcookiegames@gmail.com

LBKR, Dev Report #8

I’ve spent most of my dev-time the past week with work on maps for the upcoming (new) chapters of LBKR and some more planning on what the crap’s supposed to happen’ in said chapters.


As you can see on the screenshots there will be more outdoor-ish maps than what we’ve seen in the first five chapters, I’m planning on having the map layouts randomized for these aswell though, unlike the “void”-maps accessible through the “Curious Organ” consumable dropped by the Void Walker. However, I also plan on having the player descend a cave system that lead down to a hive built by the “Forsaken” monsters.

I modified the UI slightly, item tooltips are less transparent to prevent other UI windows to bleed through and hopefully make them easier to read.
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And while speaking of tooltips, weapon tooltips now display the weapon’s Armor Penetration rating, some item icons have been updated (like the icon for the Crowbar, that earlier was just a weird-as-shit-orange-stick) and all ability tooltips have been completely rewritten. More clear info of the ability’s properties and bonuses are now printed, I’ve also begun adding different font colors to mark down “important” information in the tooltips.


A new item will be introduced in the next version of LBKR, called “Property Modifier”, it will only be possible to get by crafting it (or as a mission reward) and will modify an item of your choice’s properties randomly (Each property may either be decreased or improved, independent of eachother). I’m planning on adding another Modifier item that will improve an item of your choice’s properties however, this item will be more expensive to craft.

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Furthermore a weapon’s Armor Penetration rating is now part of the procedural item generation, opposed to the earlier way it was handled, that each weapon had a pre-defined AP value. The AP value will be determined by weapon type, if it’s one or two handed and also the condition of the weapon. (Each equipable item has a condition-parameter during it’s generation, ranging from lvl1(Damaged) – lvl5(Excellent). The parameter will modify the item’s properties depending on set condition level.)
And that’s pretty much it for this week, I’ve also managed to fix a few bugs from previous version(s) but none as interesting or vital to bring up right now! 🙂