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Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?

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Tallowmere Devlogs (Games : Tallowmere : Forum : Tallowmere General : Tallowmere Devlogs) Locked
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Apr 19 2014 Anchor

I might scrap the Devlog Forum and just keep my devlog posts in this thread; making a new thread for every devlog sounded a bit silly.

Anyway. Alpha 122+ right now. Just wrote up Solving Tallowmere's soul problems. Long story short, I'll be changing the soul/levelling-up mechanics so that you don't have to feel punished and restricted once you max your souls out. You'll be able to just continue on killing, and then pop into town once you reach the next waypoint to level up, rather than having to go backwards. Should keep the pace flowing more smoothly.

And here's a peak at the next changelog, subject to change:

  • Added a Combat/Event Log:
    • Press Tab to view recent events.
  • Added new weapon: Emerald Dagger.
    • Stay grounded and out of enemy sight for 2 seconds and you’ll become stealthed.
    • While stealthed, backstab an enemy for an instant kill.
    • While not stealthed, backstabs deal double damage.

  • Added Health Globes:
    • Health Globes sometimes drop from enemies, healing you for 25-33% of your maximum health.
  • Changes:
    • Added background glows around certain objects, with the aim of giving rooms more visual appeal.
    • All enemies now start with a minimum of 3 health.
    • Hitting an enemy with a melee weapon while hitting a wall simultaneously no longer makes you flinch.
    • Increased maximum souls increment from 10 to 15. This will result in not having to return to town as much.
    • Initiating a cutscene with Lady Tallowmere now restores you to full health.
    • Jazza now only casts his blue swapper orbs if he is visible.
    • Jazza now only casts his mass glow ball attack if he is visible.
    • Rocket Launcher can now auto-aim at bosses.
    • Slightly increased hero and monster walking waddling angle.
    • Slightly shortened the length of Lady Tallowmere’s rescuing cutscene.
    • You now have a 100% chance to flip while jumping in most cases.
    • Zaeries no longer sense you through walls.
  • Fixed Archer arrows disappearing when hitting a wall.
  • Fixed Conductor lightning sometimes missing hero.
  • Fixed hero’s arm looking weird while stunned.
  • Fixed Fire Mage flameball sometimes being cast after you left the room.
  • Fixed Fire Mages sometimes standing still and doing nothing.
  • Fixed Flamethrower fire ticks not actually doing the damage they were saying they were doing.
  • Fixed Flamethrower flame still showing if you switched weapons while holding the attack button.
  • Fixed Mr Biggun’s corpse sometimes sitting in front of Lady Tallowmere.
  • Fixed the Capture the Flag flag triggering the weapon switching tutorial text.

And I haven't written this up properly yet, but I've started on outfits. The pictures above are one new set, and here's another one:

And drinking from the purple level-up vial will grant you a random passive ability:

My list of passive abilities currently looks like:

  • + Coin drops
  • + Health drops
  • + Fire resistance
  • + Lightning resistance
  • + Physical resistance
  • + Poison resistance
  • + Health on hit
  • + Health regen
  • + Crit chance
  • + Stun chance
  • Extra souls from enemies
  • Reduced stun duration
  • Increased melee damage
  • Increased ranged damage
  • Enchant a weapon with extra damage
  • Extra health
  • Extra attack power
  • Grant +Resist All
  • Increase walk speed
  • + Chance to find a potion on a corpse?
  • + Treasure chest spawn rate
  • + Health AND Attack Power

I want you to be able to gain permanent random passive abilities to make you more powerful. I want gear to have these as well, as well as special unique passives for different outfits (like a rogue outfit so you no longer need keys, hazard suit so you don't get hit by poison/gas... stuff like that!).

And with gear will come merchants... Probably will have a dedicated merchant at home base, and then maybe a travelling merchant that could appear here and there?

It seems that my current development is scattered around, bits and bobs getting fixed and added, jumping from one thing to the next. But that's where I'm at for the moment!

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