The new Update 0.2 is here!
Release Notes 0.2 (Miner Koala)
Main Feature
The cave system has been added, this will cause new holes to be generated on the entire surface with which you can interact to go down to the caves
Each hole you enter will take you up or down, the black holes take you down and the brown ones take you up.
Whenever you enter a hole, regardless of the direction, the inverse of that hole will be created in the same place, so that you can go back, that means that if you go down, you can go back and if you go up you can go down again, establishing an interconnection between floors
Many of the minerals that were on the surface were moved to the caves, crystals no longer generate on the surface.
The deeper you go, the new biomes and resources you will find, be careful not to get lost
There are also new biomes in the caves, and mini biomes that function as mineral patches
Likewise, you can set your respawn points inside the caves if you want to create your base underground, when you save a game it is also saved in your current position (As always) only now it also includes the caves
Underground Biomes
- Crystal Formation
- Coal Formation
- Tiny Caves
- Cavities
- Simple Caves
New Features
Durability of Objects
A new durability system was added for objects that are of type, tools, weapons or armor, these have a bar that will indicate their durability, objects that run out of durability will be destroyed.
Items will have different amounts of durability depending on the material they are made from.
The durability of melee weapons will be spent as they hit the targets. By having the ability to hit several enemies at the same time, they have a slightly higher base durability. If it does 0 damage to the enemy, it will not damage the weapon.
Ranged weapons, such as bows and staffs, use up their durability for each projectile they fire.
Tools will also take damage when hitting a resource or enemy but do not have the durability boost of melee weapons.
Enemies in their Place
In the previous version enemies could appear anywhere, and in fact there was a bug where they could appear in water and get stuck there.
Now enemies can only appear in free blocks and in addition, they also appear in their respective biomes, so the creatures are now scattered throughout the world, explore it to find unique creatures, this function also applies to caves
Improvements focused on quality of life
Previously the game had mechanics that were unintuitive, making the gameplay clumsy and inconsistent, even frustrating by making everything work irregularly, in version 0.1 some of those problems were fixed at the last moment, such as the fact that the tools could hit enemies and axes could cut flowers, this time the systems have been revised so that they work as expected they would
- Now you can use the interaction button to collect flowers, berries
- You can also grab any object on the ground, such as stones, logs or sticks.
- The tools will continue to break the plants
- Stone Ovens can now also cook food, but have a significant chance of burning it (Campfires are unchanged)
- Drops can now be grabbed in the first 0.3 seconds of being created (Up from 2) and drops you drop from your inventory take 5 seconds (up from 2) to grab again
Inventory Adjustments
Previously, the objects that were equipped could be placed anywhere, although internally the code prevented statistics from accumulating in positions that were not appropriate, now it is directly impossible to place objects that are not compatible in the luggage, thus preventing the equipment are used as additional inventory
Augmented Equipment
Furthermore, following the previous point, new items have also been added and theGloves, Rings, Necklaces and Bracelets, these were in the interface for a long time, but are now available offering additional statistics (The belts were not added because I forgot and was too lazy to add them at the last minute, but I will take advantage of that oversight to plan a new equipment system, which possibly during 0.3)
Revised Survival
Survival is something vital in the game, but it is quite complicated at the beginning since being aware of thirst and hunger at the same time makes you spend more time looking for food and resources before focusing on the rest, to solve and alleviate this curve. steep there are changes in terms of statistics
- By having hunger at 0 it no longer begins to take life from you over time until death, => it now places you in a state of high weakness, which removes all your total armor, you will not be able to run and your energy will be recharged with efficiency 20% of base regeneration (Having more than 85% of food full will begin to regenerate health)
- Thirst remains unchanged, if it drops to 0 it will begin to take life over time until you drink water again or die
Filters for Recipes
Now when you open the creations panel by hand, use a creations table, an anvil or any table that is used to make objects, there are filters at the top that will help you better locate the objects when creating something
New Music and Sound Effects
This is in an experimental phase, at least for the music part since I try to set the world a little more while you play, on the other hand I have added a lot of new sound effects for the world, so that everything that do have a sound reaction, or at least the vast majority of those things, making everything feel much better
I've also added some additional options when configuring game audio
Keyboard Settings
Now you can configure the set of keys so that you can put them however you like.
Changes
Resistance calculation settings
Because in this version new armor was added, to avoid increasing the damage of enemies too much so that they are not abusive when not wearing armor, now the amount of damage mitigation when having armor is less, it will be noticeable considerably with initial armor
Minimal Interface Rework
Fixed the game interface a bit so that it looks much better and is more accurate when displaying information, hunger and thirst is divided into 4 quadrants that indicate 25% each line, and life, mana and energy in 10 quadrants that indicate 10% each.
Adjustments to Elemental Powers
These are some improvements that I have made so that using elemental powers has a little more prominence, but this will only be a temporary improvement, since the next version, 0.3, will have its main theme in combat, so you can expect improvements in The entire combat system, armor, equippable items and more, this version gives way to those future improvements.
Plant Essence:
Damage: 10 > 8
Elemental Energy Consumption: 25 > 15
Root Sheet:
Damage: 5 > 6
Cooldown: 15 > 8
Elemental Energy Consumption: 30 > 20
Plant Shield:
Shield Duration: 15 > 10
Cooldown: 30 > 20
Root Area
Cooldown: 30 > 25
Bugs Fixed
- I fixed a text bug where the energy and mana skills in English were backwards
- I fixed a bug in the generation of animals and enemies that caused them to appear in the water
- I solved a problem where when downloading a chunk it was not completely deleted, which caused the game to eventually start to lag due to an overload of water detectors
- Fixed an issue where drops could fail as they are not instantiated correctly
- I also fixed a bug where when a map where there were drops was loaded, they would drop again in their new position, which would cause them to move around.
- There was a bug where some enemy npc that were passive until attacked (like the woobee) would not follow you if you hit them with a projectile.
- Some equipment such as weapons or armor gave their stats incorrectly.
- Some enemies did not react or bleed to tool damage
- When opening the crafting of something, the apple no longer appears at the beginning nor does the last item selected remain on a new table
- While you have crafting open you can no longer open other tabs and superimpose one on top of the other
- Empty crafting interface no longer opens when using the C key when pointing the mouse at another object
- Chests no longer remain open when you move away from them
- You can no longer use an item that has been dropped or moved from the toolbar
- The tooltip now fits the screen
- The toolbar no longer selects the first item on the bar every time an action is performed
Files
Get Garden of Elements
Garden of Elements
Survives and find the answers in this elemental world
Status | In development |
Author | Ruby Sunflower |
Genre | Survival, Role Playing |
Tags | 2D, Indie, Pixel Art, Procedural Generation, Sandbox, Singleplayer, Unity |
More posts
- Garden of Elements - Development 0.3 (Monthly Post - August, September)74 days ago
- Garden of Elements - Development 0.3 (Monthly Post - July)Jul 03, 2024
- Garden of Elements - Development 0.3 (Monthly Post - June)Jun 03, 2024
- The Road to 0.3Apr 25, 2024
- Garden of Elements 0.2.1Apr 23, 2024
- The New Cave System!Mar 20, 2023
- The Alpha is Here!Feb 20, 2023
- Progress towards alpha!Jan 19, 2023
- Hello itch.io community!Dec 18, 2022
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