Devlog: Moving on to version 0.3.2
Welcome back to the How to Wizard devlog! This third post will highlight the updates in the new version 0.3.2 and will include a change log.
Firstly, How to Wizard has come a long way in terms of aesthetics. For example, in the previous version, the tutorial signs were very plain and the lighting was very flat. In version 0.3.2, the signs have been designed around a stylised scroll aesthetic to better fit in with the rest of the game. As for the lighting, we've changed the ambient lighting to be darker and added torches to emulate a tomb setting. Thanks to this, the levels look great, although they may be a bit dark(we're going to fix this, I promise). You can see the change in the screenshots below.
Next are quality of life updates. PC players can now select and cycle through their spells with the scroll wheel and crafting components now highlight when they are interactable. In addition, they can also run with shift, projectiles charge faster and the trajectory visualiser shows the point of impact. As for updates common to both version, crafted spells now have symbols to show what modules they have(especially great for VR players) and pressure plates have been replaced with a model with sloped edges so it should be easier to get boxes on them.
As for additions, we've added a pause menu. We plan to make all encountered tutorial signs viewable here in the future, but for now, you can only quit to the menu. Concerning the levels, all the story levels have been developed(although some are likely to be revised later on) and a simple sandbox area is now available. We've also added a few sound effects and particle effects. Oh, and a fun new mechanic with fire: fire will now spread from one flammable object to another, which is great fun and looks awesome! But I'll leave you to see that for yourself. It'll be more exciting!
Finally, what's to come. There's about 1 month left before How to Wizard version 1. In this time, we will be adding challenge versions of all the story levels and refining the sandbox area. We will also be implementing audio, particle effects and animations for spell casting(for PC). Lastly, we want to add and refine visual elements such as UI and HUD elements as well as the textures for various objects in the game.
And that's a quick summary of version 0.3.2(and a little bit of future content)! Enjoy this new version, and, as always, feel free to comment below or contact us on social media to tell us your thoughts!
Change log
VR
-Added reset when players stick their head out of bounds
-Boxes and weights can no longer be picked up
-Fixed a bug where objects would stick to the hand even after letting go
PC
-Spells can be selected/cycled through with the scroll wheel
-Added an outline to highlight crafting components
-Added running
-Projectiles charge faster
-Projectile trajectory visualiser now has a sphere to show the point of impact
Common
-Added module symbols to physical scrolls so that they can be identified
-Restricted weights and barriers to 1(3 for split) per spell
-Refined weight spawning
-Fire now propagates along burnable objects and creates light
-Added symbols to show how mechanisms are connected
-Doors will now stop when a player is in their way
-Added new pressure plate model with sloped edges
-Added a pause menu
-All story levels developed
-Added sandbox area
-Added some tutorial signs
-Implemented some audio and particle effects
Get How to Wizard
How to Wizard
A spell crafting puzzle game where players create their own spells, and consequently, their own solutions.
Status | Released |
Authors | Pandaoil, NielStevensen, nviengkhou |
Genre | Puzzle, Strategy |
Tags | Magic, Singleplayer, Virtual Reality (VR) |
Languages | English |
More posts
- Devlog: Become a Wizard!Dec 14, 2019
- Devlog: Progress Update - Step up to the Challenge (Mode)!Nov 29, 2019
- Devlog: Progress Update - Game ModesNov 02, 2019
- Devlog: First PrototypeOct 18, 2019
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