Continuing My Quest Over the past few weeks I continued building Treasure Hunter adding in more features, including some requested ones (can you say multibuy!). Head on over to itch […]
Continuing My Quest
Over the past few weeks I continued building Treasure Hunter adding in more features, including some requested ones (can you say multibuy!). Head on over to itch and play the latest version of Treasure Hunter: Quixxen’s Suit.
Major Improvements
First off, I implemented the most requested feature, multibuy. Almost everyone who tested said they wanted this feature. I brushed up my math skills and added in the code to make it work. For now it only supports 1, 10, and max options, however, I will add in more later. In my release testing I noticed the encounters will turn green while the multibuy amount still says zero, I believe this has to do with my rounding. I’ll address it in the next pass.
Multibuy
I redesigned the encounter display so instead of a 3×4 grid, I used a list. This greatly reduced the repetitive text and I think the layout works better. Let me know what you think.
Encounter List
I updated all the formulas so the game difficulty starts taking shape. I still need to balance the goals and formulas so better playability, however, this worked as for my first pass.
I updated a bunch of other features, some visible and some behind the scenes. Read the full patch notes below for all the details. Drop me a comment with suggestions, feedback, or anything else.
Life’s an adventure, enjoy your quest!
Full Patch Notes
Exploration Zone
Fix scrollbars in each zone
Add zone specific scrolling to entire zone area
Fix pass thru scrolling in exploration zone
Fix exploration zone scroll bar not reach the bottom
Add new progress bar piping
Add Swamps background
Hide progress bar when a quest cannot be started
Show correct map and map fragment counts
Add simple (and cheap) highlight to selected quest
Will update later when I redesign quest display
Quest & Quest Display
Move goal button to under the quest title
Redesign encounter display
Display multibuy option in encounter name
Implement multibuy for 1, 10, max (more options to come)
Update encounter names to use mostly generic titles for easier testing
The Plains has some names, but all other zones have a generic description
Refactor base income formula
Switch Encounters to standard formulas
Quest Goals
Update GoalFactory to use all goals in Editor
Update goal descriptions to be more clear
Add 3 new goals
Completed Tiers goal
Goal: Complete encounters {x}-{x+4}, each {y} times
Example: Complete encounters 1-5, each 30 times
Earn Income Total goal
Goal: Earn {x} income from {location}
Example: Earn 440 income from Fight a Plains Goblin
Times Completed goal
Goal: Complete {encounter} {x} times
Exmaple: Complete Fight a Plains Goblin 55 times
Update existing 3 goals
Encounter Type goal
Goal: Complete {x} {location} encounters
Example: Complete 500 Combat encounters
Have Amount goal
Goal: Have {x} total currency
Example: Have 1,000,000 total currency
Income Goal
Goal: Reach {x} income per second
Example: Reach 5,000 income per second
Refactor and test all goal classes
Switch Goals to use standard formula
Improve quest titling slightly, did not do much as a graphic overhaul is coming
Research
Add background displays to research panel (Plains, Rivers, and Swamps for now)
Update research panel and associated research items
replace button with book icon
made Plains zone the default Research Tree
fixed bugs associated with not being able to create new tech prefabs
Add research point text highlight when selected
This has a buy where it won’t highlight until you select the Rivers research points, then it will highlight fine after that
Refactor research to use ExplorationZone directly
Undid this as it caused problems saving the game
Refactor ResearchItem to use ExplorationZone directly
Undid this as it caused problems saving the game
Add new method to implement research effects
Move applying research effects into their respective ResearchItem derived class
Switch Research to use standard formulas
General
Hide close button in WebGl and Editor versions
Update game reset file
Remove adventurer display area
Will add back in when I add in adventurers
Technical Updates
Update project name in Unity
Setup game for testing in Unity Editor
Turn off autosave during Editor testing
Fix null ref error in Editor mode
Mark all formula locations for future standardizing and updates
Create sprite atlases for UI sprites
Fix issue with setting zone for new locations
Refactor research panel point display switch statement
One day a crazy, wild-haired troll gave me a quest to create video games. I know C#, so I armed myself with Unity and loads of game dev tutorials and went questing. Now I call myself a "game dev" and pretend like I have a clue. :)
Most of the feedback I received dealt with the randomness of the quests and that it made it difficult to test. I went through and reduced all the goals and limited which encounters would be needed to complete a goal.
Updated Goals
Completed Tiers
Goal: Complete encounters {x}-{x+4}, each {y} times
reduced base amount from 30 to 15
kept encounter modifier at 2
kept zone modifier at 5
during alpha this will only use encounters 1-3 as the starting range, which will set the encounter at 5-7 respectively
Earn Income
Goal: Earn {x} income from {encounter}
reduced base amount from 240 to 60
reduced encounter modifier from 20 to 5
reduced zone modifier from 100 to 25
during alpha this will only use encounters 1-6
Encounter Type
Goal: Complete {x} {encounter} encounters.
reduced base amount from 500 to 50
reduced zone modifier from 250 to 25
Have Amount
Have {x} total income.
reduced base amount from 1,000,000 to 100,000
reduced zone modifier from 500,000 to 50,000
Income Goal
Reach {x} income per second.
reduced base amount from 5,000 to 2,500
kept zone modifier at 250
Times Completed
Complete {location} {x} times.
reduced base amount from 60 to 24
reduced encounter modifier from 5 to 2
reduced zone modifier from 5 to 4
during alpha this will only use encounters 1-6
I posted an update to itch.io last night.
Most of the feedback I received dealt with the randomness of the quests and that it made it difficult to test. I went through and reduced all the goals and limited which encounters would be needed to complete a goal.
Updated Goals
Completed Tiers
Goal: Complete encounters {x}-{x+4}, each {y} times
reduced base amount from 30 to 15
kept encounter modifier at 2
kept zone modifier at 5
during alpha this will only use encounters 1-3 as the starting range, which will set the encounter at 5-7 respectively
Earn Income
Goal: Earn {x} income from {encounter}
reduced base amount from 240 to 60
reduced encounter modifier from 20 to 5
reduced zone modifier from 100 to 25
during alpha this will only use encounters 1-6
Encounter Type
Goal: Complete {x} {encounter} encounters.
reduced base amount from 500 to 50
reduced zone modifier from 250 to 25
Have Amount
Have {x} total income.
reduced base amount from 1,000,000 to 100,000
reduced zone modifier from 500,000 to 50,000
Income Goal
Reach {x} income per second.
reduced base amount from 5,000 to 2,500
kept zone modifier at 250
Times Completed
Complete {location} {x} times.
reduced base amount from 60 to 24
reduced encounter modifier from 5 to 2
reduced zone modifier from 5 to 4
during alpha this will only use encounters 1-6
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