Good Heavens! is an open-world crafting and building RPG for 1-8 players. Be a warrior, sorcerer, explorer, or artisan and roam the promised lands, bursting with quirky races and cultures. Lead the heavens to salvation or, who cares, find the best werewolf tavern to get hilariously drunk.
[h1]IMPORTANT CHANGES IN 0.3.16[/h1]
Hello everyone!
[h2]SAVE SYSTEM[/h2]
It took us a while to develop a save system for the game. There were a lot of different data types and many of them didn't have a clean structure. It was also a cleanup process for the game.
The current version of the save system is temporary. So be aware any save file you create in this version of the game might not work in future versions. We'll try to give a heads up if such a situation is about to come up.
Steam Cloud is available as well. Location of your save files in case you want to move them around manually:
C:\Users\[username]\AppData\LocalLow\Nowhere Studios\Good Heavens\SaveFile
The necessary files are:
data.game
worlddata.game
You can send your save files to us when you encounter something weird in your game.
[h2]FOX REWORK[/h2]
We are trying to make every creature unique in Good Heavens! Besides the natural behavior of hunting small animals, foxes didn't have interesting combat behavior. Its animations were a few of the first animations made for the game and they didn't have any built-in anticipation. So we made an overhaul of its behaviors and animations.
Now it has a retaliation attack once the player moves in too close, then it dodges the player jumping backwards and tries to stay in a safe distance to make its next charge.
It's possible for the player to dodge its charge but the retaliation attack is harder to dodge.
[h1]UPCOMING CHANGES[/h1]
[h2]CAVES & DUNGEONS[/h2]
[img]{STEAM_CLAN_IMAGE}/42510756/4fde4529cb0a4aa6ba4252774e48197029527200.jpg[/img]
We are working on small dungeons where you will find some puzzles or encounters. One of the ideas is to unlock the boss lair through these dungeons but this is just an idea for the moment. These dungeons will be found as Points of Interests all around the map.
We're hoping to include a few of these dungeons in the following updates.
[h2]MULTIPLAYER[/h2]
We're building the basics of multiplayer. Some systems of the game need to be rewritten such as the player animator.
It's not the time to get excited about multiplayer yet, and it will take a lot more time. We're aiming for November-December for the multiplayer build.
[h2]AN ELITE ANTAR[/h2]
Drylands is still a bit dull compared to the Evergreen biome in terms of resources and creature variety. We wanted to create a new elite for Antar monsters. Therefore we will have
- Antar Chopper
- Antar Ranger
- Antar Bomber
- Ant Queen
to complete the set for now.
An early concept of the character looks like this: [img]{STEAM_CLAN_IMAGE}/42510756/d7b24477d1eda2880eed1507f5e49bab656d1a58.jpg[/img]
[h1]A NEW CAPSULE ART FOR STEAM[/h1]
We are ramping up our efforts on the marketing side, therefore we needed more polished assets. There are still some work left but here is what we're working on:
[img]{STEAM_CLAN_IMAGE}/42510756/8f9b95fc9f0138e60f3c044975c49b814e3fb462.png[/img]
OTHER WORKS
We have also been working on the map design, music and additional sounds, UI, day & night cycle and lighting but we don't have much to show at the moment for them. Stay tuned for future updates!
[h2]FULL PATCH NOTES[/h2]
[list]
[*] Added Save System and related infrastructure
[*] Updated various World Generation subsystems
[*] Updated Colliders to provide better Combat and Collission feel
[*] Updated Occupiers to improve Pathfinding
[*] Added Group Occupiers to grouped objects to better control object spawning
[*] Added missing Sprite Masks
[*] Updated Main Menu Button order
[*] Fixed Crafting Slots UI logic to handle changing Item counts better
[*] Fixed Main Menu Buttons with incorrect colors
[*] Fixed and improved various UI elements
[*] Added missing Pickup, Gather, Building, Animal, Equip, Use Consumable and Inventory Sounds
[*] Fixed Sound Effect related bugs
[/list]