As posted in the steam announcements:
We've been working hard on a fun and challenging single-player experience, and we ended up settling on a survival-game-meets-tower-defense sort of experience, where towers can cast spells. A big question we've gotten is if towers can be made to cast any spell. Currently, the answer is "no", but we are planning on making that happen at some point.
Here are the build's changes:
-Survival mode (currently it's "roguelike", but the plan is to make the experience more like survival sim where you can save your world)
-Limited-shot spells (for placing towers, and studying spells on scannable things)
-NPC chat system (your staff talks to you and gives you advice)
-Made more environment things destructible
-Footstep/attacking sounds for Croakers and Rock Beasts.
-NPC chat sounds
-We got rid of dynamic water. It was slowing things down at certain times quite a bit.
-Fixed a performance bug having to do with the death "nether"
Congrats for this update! Here is a little feedback :
I understand why we can't craft our own spells. A bit of a shame. Maybe have a way to unlock it later? Or unlock block by block? Anyway, not really complaining there! ^^
I like how we start with only one spell, and gather spells by analyzing objects. A small issue I ran into is that my character seemed to forget spells. Is this a wanted behavior? Do I have to bring with me every object? ^^'
I died first night. I was surprised by the glow of the croakers. Then, surprised by their attack
Anyway! Great update! Keep up the good work!
Hey, thanks for trying it out Angoulor!
About your question on "forgetting" spells:
It is designed behavior. For example, when you scan a basalt, you receive 3 casts of SuperGrab. There's no indication that you lost the spell or are out of casts. I've just put in a ticket about this though
Another example is the "summon fire tower" spell that you get once you scan one of the fire towers. In that case you only receive 1 cast.
To answer your question about crafting your own spells in survival, we've thought about some cool ways to "balance" things. My best idea so far:
-Every blockly block/line of code will cost some resource. e.g. A loop block will cost 2 stone, a "summon fire orb" will cost 1 fire salt.
-As you drag blocks onto the coding workspace, your resources drain.
-There will be "craft" or similar button, which will make all blockly blocks disappear/delete, and in exchange you get 3 casts of the spell you just made.
What do you think?
I don't like the new night system, it's interrupting and putting a damper on my spell testing and dropping my frame rate by spawning a herd of creatures and I need a function for my spells to chop down trees. I'm trying a variety ways to chop down a tree and it's not working...
Hey thanks for the feedback! I'll go ahead and remove the night spawns from sandbox mode.
About chopping down trees, it takes impact. Try throwing stuff into it. I usually prefer supergrab if I'm using an ancients spell. However, I might need to add some more ways trees can be downed. Would you mind telling me the things you attempted? Then I might try to code some of those methods.
This is a bit confusing, in my opinion. Why would you get a limited amount of a spell? Once learnt, I think we should be able to cast the spell an unlimited amount of time. Maybe have the spell cost half the mana when you studied it recently? For example, the Supergrab would cost half its cost in mana, and after 3 uses, get to its full cost? And when you study it again, it gets back to half cost for another 3 uses?
As for the spell crafting : same idea here. I'm okay with having to use resources to create spells, but then, you should keep your spells. It would get very tedious and frustrating to re-craft your spell (I suppose they would be stored?).
New ways to cut down trees? I tried to launch Supergrab on them. Thought they would uproot, and I could launch them to get wood. I don't know if there's a spell like this in Survival, but maybe have fire destroy trees? Gaining a bit less wood would be okay in my opinion.
I'm only speaking for myself there, but I guess some would agree ^^
I was imagining limiting how many casts you get to make it a "resource sink", making resources more valuable. For example, in Minecraft, all your equipment can deteriorate, etc... Maybe it's enough, and less confusing to make the spell crafting cost, but not have the limit to casting?
What do you think?
EDIT: about supergrab, currently it doesn't uproot the tree, but I can make that happen so it's easier to destroy them.
I understand. Aren't towers already a resources sink? What about other buildings? Maybe, by adding other buildings, the resources will melt by themselves? Examples : up-keepers, towers which would keep other towers up. Statues, taking damage for you if you're close enough (re-use the nice blue-line-thingy that the staff uses to show things, and make it red, so we know we are being protected?). They would destroy after taking X damage.
But yeah, having to use resources to craft (and keep forever) spells is enough. What I'd see would be a little tooltip somewhere "This spell would cost X stones, Y woods, Z fire crystals [...] to craft". The resources would be used when actually crafting the spell. This way, one can prepare a spell, and craft it when having enough resources. Let's not forget that nobody's perfect, there are a lot of beginners. So they will probably make errors, and this would multiply the cost, as they'll "recompile" their spell. I think that this is an effective resource sink ^^
I agree with all you are saying, and thanks for the cool tower ideas! Very neat mechanics that form out of them.
Sorry for the delay, for the system of cutting down a tree I was thinking of a hurt or damage function or something that shatters things on impact, I came up with a concept spell called the spinner that's suppose to act like a saw blade. Also I tried knocking down the tree with a earth ball, but that didn't work, not even the air ball worked.
Here's my concept spell for cutting down a tree.
Sorry for the delayed response; though I did take this into account in the last sprint. We made it much easier to down trees with spells. You'll see it in the next nightly build, coming out today.