Rolling your Role! V1.2 Released


The time (of the week apparently) has come again. I've just now pushed out the second update to the demo. This one comes with dice roles (yes, roles, not rolls)! You can train your Crew Member dice to become specialised in a specific ship system, and then when that Crew Member rolls a match with their trained system, you can place them for a doubled strength boost!

And I've finally got around to getting some post-processing done on the game. The effect is very subtle, just a touch of bloom here and there, but I've got a few plans for more dramatic post-processing effects that I want to get done a little bit further down the road, so this is the beginnings of that.

Plus some balancing tweaks, a few new Events and quite a few new Specials are in the game, alongside the usual bug-fixes and stuff.

Full Changelog

  • Dice rolls added. Train your crew to specialise in specific systems for extra boosts when placed on that system.
  • Post processing bloom added (more to come later).
  • Enemy balancing.
  • Player ships balancing.
  • Fix implemented for windowless full screen mode. The window will now center properly when you exit out of fullscreen plus I've added in the option to toggle window borders on or off, which allows you to resize the window as you wish if playing in non-fullscreen mode.
  • Plenty of new dice FX added to juice up the gameplay.
  • Fixes implemented to loot tables to balance the game a bit more.
  • Dicycler has been changed so the player can decide which system it targets, rather than it trying to guess which system should be filled when it is fully charged.
  • Bug fixed where the Shop would always show two duplicate Specials when a Special was available for purchase.
  • Ability to lock dice so they do not roll when a turn is ended has been added (though this is not something the player has consistent access to).
  • Crew Retention, Reskilling, Plasma Scientists, Life Support Engineers, Combat Veterans and Survival Skills Specials have been added to the game.
  • Passive Specials have been implemented which do not require activation by the player.
  • Details about the players current Special can now be viewed in-combat, by mousing over the "SPECIAL" text on the Special System on the players ship.
  • Extra particle effects have been implemented throughout the game, but mostly to do with interactions involving dice and the players ship.
  • New random Events have been added.
  • A custom cursor has been implemented.
  • Dice sprites have been completely redone, allowing for more flexibility in showing different dice types.
  • Enemies have been modified so they can have multiple different fire rates. This means, for example, that an enemy could start off firing 2 bullets every 2 rounds, and after a certain number of volleys switch it up to 3 bullets every round. This is to both allow for better balancing, and also more interesting boss fights.
  • Bug fixed to do with overboosted shield pips getting removed too quickly.
  • Bug fixed to do with enemies not dropping the proper amount of scrap.
  • Scrap gained audio changed.

Files

Dice_Trek_(Demo)_v1_2.zip 52 MB
94 days ago

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