- Fixed a BUG where enemies spawn in the wrong position - 16 July 2023
Fixed a BUG where enemies could spawn in the wrong position, such as getting stuck in the box
- Fixed the enemy not spawning BUG - 25 June 2023
Fixed a BUG in certain scenes and situations in the game where enemies did not spawn in the scene as expected, which made it difficult for players to encounter enemies and obtain gold in the first few layers
- Adjust game difficulty Adjust game difficulty - 21 June 2023
Adjusted game difficulty, including enemy respawn frequency and trap occurrence probability Adjusted terrain generation algorithm to ensure connected viable pathways
- Fixing Lag - 1 June 2023
Fixed lag issues with some scenes and when exiting the vehicle
- Adjustment of game content - 30 May 2023
In the Dark Tower, danger is everywhere, and the warrior will now be accompanied by a vehicle. The game's terrain is still generated dynamically, and when the player explores the circuit, the terrain will change again. This means that there are no fixed paths, and if you encounter an item or obelisk along the way, it may disappear when you leave and return During the adventure, the warrior can recruit other warriors in the Dark Tower, which means that the warrior will no longer fight alone. Other warriors will place bombs like the main character to eliminate red monsters, and their bombs will not harm the main character The tutorial has been remade, and now players will have a clear understanding of the game's overall mechanics during their first playthrough After the plan, weapons will be added to the vehicle, and players can choose the type of object carried by the vehicle at the begi…
- Game frame count increased - 25 May 2023
In the last two days, I have been learning the optimization techniques of Unity Engine, including the most traditional dynamic batching & static batching, occlusion culling & camera cone culling, LOD, texture compression, light pre-render stripping, shadow level mask, etc. Dynamic and static batching are my favorite optimization techniques, and with MeshBaker plugin support, sacrificing memory in exchange for a drop in drawcalls seems like a pretty good deal, while still ensuring that the image doesn't get distorted too much. Occlusion culling is not suitable for Dark Tower, because most game objects in the game are dynamically generated by wave function collapse algorithm, and cannot be marked as static objects for occlusion data storage. Moreover, the camera Angle in the game is mainly overlooking, which hardly produces occlusion effect suitable for culling. Cone culling is not someth…
- New game mechanics - 22 May 2023
Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs! Now, the scene in the game is not fixed, after the initial spawning of the random dungeon, the dungeon changes again as the player moves, beware of hidden organs! In addition, there is a portal in the location where the player is resurrected. This was originally used for testing, and now I made it into the Endless Mode portal. In the future, this part of the game will be made into free DLC for easy sorting and management In addition, there is a portal in the location where the player is resurrected. This was originally used for testing, and now I made it into the Endless Mode portal. In the future, this part of the game will be made into free DLC for easy sorting and management Details please see the Steam store page Shop deta…
- Daily update - 20 May 2023
This update may cause the downloaded files to be somewhat large New compression and optimization algorithms have been used for the textures of the game, with the aim of reducing the demands on computer performance and file size Fixed an issue with unstable interlocking detonations of bombs and made "nanoshell" the default setting where bombs would no longer be detonated by other bombs Fixed the issue of Divine Sword's punishment decision Now the game has added medical packs, which can be picked up directly to restore the character's strength Added screen effects after injury
- Daily update - 20 May 2023
Added teaching Improved full screen display and field of view distance, now characters can see longer distances
- Daily update - 19 May 2023
The wave function collapse algorithm is modified and the randomness of block size is adjusted Added the "Air Defense Trap" card Changed the difficulty of some scenes
- Game modification - 18 May 2023
Firstly, a major change is permanent death I understand that this may be an unsatisfactory setting for some players, but after reviewing the design ideas of many Roguelike games, I believe that permanent death in the game is necessary. Now, every card that players obtain in the game will be cleared after death, except for "permanent bomb quantity" and "permanent explosion distance", which will not be lost after death (but do you really want to waste two precious slots for these two cards?) As compensation, all cards in the game will be unlocked for players, including "Divine Sword", "Divine Shield", and "Divine Scepter". Players have the opportunity to equip them at the beginning of the game. Now, in each attempt, players need to consider which card to bring and create a combination that is advantageous to them when passing through the teleporter. There are about 40 cards in the game (m…
- Daily update - 18 May 2023
The game now has a more realistic lighting effect. If this change is not satisfactory to some players, please let me know Increased the character's initial movement speed Modified the UI interface during upgrade
- Daily update - 17 May 2023
Added a card collection where players can view all the cards in the game from where they were born Fixed an issue where guards would appear when the player did not select a card
- Daily update - 16 May 2023
Adjusted the difficulty of the upper level area, now the difficulty is reduced Tweaked the remote-controlled bomb restrictions, which no longer require the number of bombs Added a guard card that allows players to recruit a guard
- Daily update - 15 May 2023
The game now includes visual backpacks that allow players to view their cards as they play
- Daily Update - 14 May 2023
Fixed several issues: 1. Fixed the issue of updating the visual prompts on the page 2. Fixed the Holy Staff render level blocking issue 3. The adaptation of the full-screen display is fixed
- Daily Update - 14 May 2023
Fixed some bugs: 1. Fixed long distance between remote controlled bombs 2. Fixed ice bombs causing characters to get stuck 3. Fixed UI display issues in the store 4. Fixed an issue with the Knell card
- The Dark Tower - 13 May 2023
This is my graduation work, I love Rouguelike games very much, and I often play Super Bomb-Man series games on Switch. Out of my love for games and training of Unity engine, I made a bomb-man game with Rouguelike style, and my ability is limited. Please point out any improvements in the game, thank everyone who has played my game, and apologize in advance for any bugs that may have appeared in the game E-mail:[email protected]