[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/67a4d10e04e9f21df74c6a18e3a3600f32f15cf8.gif[/img]
Hello everyone!
This time instead of launching new content or features I'm upgrading the graphics of the game a little.
[h1]Graphical facelift[/h1]
This is the first update for I Am Overburdened focusing only on the visual aspect. If the response is good I may create another similar one :)
Let me know what you think!
[u][b]Auto-Tiling[/b][/u]
The biggest graphical improvement is the auto-tiling feature of the dungeon levels. In short, it is a technique to (dynamically) change tiles based on their neighbors to achieve a much less "blocky" look and to add depth to the scenes.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/dbae8d320212bccc032107dca037e85c0e8b0c97.gif[/img]
To me, the difference is night and day. It does make the grid structure of the levels less readable (functionally may be a bit of a downgrade), but it makes the dungeons feel much more claustrophobic so all in all, I feel like it is a big win :)
[u][b]Crystal clear[/b][/u]
The looks of the last episode in the game received some valid criticism. My original goal was to make the "Crystalline Cavern" a bit confusing. Almost like a place full of mirrors. I think I went a little overboard and visual clarity suffered a lot.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/a88bd2d2be9f56e1e829741c0f63eabccc9d4ceb.gif[/img]
I've redrawn parts of the tile-set, recolored the rest and a new walking effect was introduced to preserve the reflecting and mirror-like feeling.
[u][b]Rain[/b][/u]
The ambient sounds in the inn just weren't doing it justice. I added some splash effects outside of the building to set a more convincing mood.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/36bd13a431dde8228e4e8b17a979d976891ed823.gif[/img]
[h1]Bugs & Performance[/h1]
The fixes and optimizations are graphics related too. The biggest enhancement is the introduction of multiple (rendering) layers within the effect system and overall improved effect handling performance.
[u][b]Effect layers[/b][/u]
This problem probably did not bother many players, but some environment effects looked funny before the introduction of multi-layer spell effects.
Fixed!
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/4d5b8d99e09f06dc2327663363ef631b4f8ab41e.gif[/img]
[u][b]Mouse control sprites[/b][/u]
There was a tiny sprite state related bug which could only occur when controlling the game with the mouse. Not anymore.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/d619bb60f090a4d1e7a5fbddc5e4b10f5d212aa4.gif[/img]
[u][b]Spell performance[/b][/u]
Although the game could always run on a "toaster" hitches and frame-spikes during spell heavy moments weren't uncommon. This is now a thing of the past.
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30852012/7900e04218667e263bb06c4befee54b73d9457af.gif[/img]
[h1]Next stop?[/h1]
Work continues on I Am Overburdened. The planned content expansion pack is shaping up nicely. So far, I deliberately kept concrete info about it to the minimum since I'm still really bad at estimating the work left and I would like it to be a surprising and bigger release. This means the upcoming few updates will be similar to this and the last one (just a bunch of tiny changes), but I'm going to start teasing the new features in the following weeks ;)
Thanks for taking the time to read my post and have fun in the dungeons ːsteamhappyː
Take care!