[b][h1]VERSION: Version: MYSTICAL BOG #1.061 (public)[/h1][/b]
I've been a busy bee, trying to get the GIFT and THIEF items working in the experimental build, along with some other quality of life changes to the experimental build.
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[*] 4 sided dice for DOUBLE OR NOTHING item, and the 8 sided dice block for the dice movement method now no longer fall through slime. There's still room for improvement (I want the dice to slowly rotate to the selected side, and/or for ONLY that number to light up, rather than the whole dice block).
[*] New items, THIEF and GIFT should now work. I have noticed some bugs in the minimal testing with friends, but for the most part, it holds up. You will now be able to give and steal items, plectrums, and golden gears. I intend to create a feature to incentivise giving items, for example, when a player is cursed, if they give something, they reduce their curse value. And if players give enough, they would become blessed, which would give the player some bonuses and benefits in the game such as a slower movement wheel, more points when landing on good spaces, less points lost when landing on bad spaces, countering curses and other negative effects. This is planned, but not yet implemented. The curse system is fairly extensive, so it'll take a bit of time to create something to counteract it.
[*] When using the dice move method, if the player runs across a Golden Gear and it moves location, the new Golden Gear cannot be collected until the next round. This is to prevent the player from being able to get multiple golden gears in the one turn. I intend to allow a customization option in the future to allow players to collect multiple however, as I want you to be able to play the way you want to play.
[*] Reduced some oversized particle blobs for when the player falls into the slime.
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Aside from this list, I managed to do a test with a few people last night and came across a plethora of bugs. But all in all, it mostly held up.
I am striving to get to the point where OFFLINE is as bug free as possible, but also easy to understand, and FUN.
The biggest issue I found in testing with people who have never played before is that people have no idea what is going on, and they get bored, phones start coming out.
I could blame those people for getting their phones out, however, if the game isn't engaging enough and people are getting bored, then I need to do more to keep players engaged.
I hope you all have an awesome week! Enjoy the update, report any issues! (hopefully not too many haha)
ROCK ON!