Your Week In Antoria -- Joylancer News & Updates, March 11, 2015

The Joylancer: Legendary Motor Knight

THE JOYLANCER: LEGENDARY MOTOR KNIGHT is a new breed of action game, combining ultra-technical action with a simple control scheme and an artstyle inspired by portable games of old! Wield the divine power of the Motor Knights and save the world!

hello everybody! we hope you've been enjoying the game! as you may or may not be aware, we just recently pushed out a patch to Joylancer, from v1.5.1 to v1.5.2. here are the latest changes: [code] v1.5.2u (Early Beta) MAR 6 2015 ================================= + Bugs with tutorial rooms not loading properly has been fixed + Burst-Jump given curving; can now slightly adjust movement mid-technique + Move list function fixed + Some music cues were in the wrong place; this has been fixed + Difficulty system has been updated + First Run menu updated with additional information + "Type E" control type added -- mirrors a more portable-inspired control type + Some menu bugs fixed + Scores were carrying over and saving incorrectly; this has been fixed + A couple enemy encounters have been rearranged - Keyboard not adjusting certain options like sound / music volume [/code] now that that's out of the way, let's talk about what you can expect the next month or so! [b]= Game Progress =[/b] we're currently in the phase of the game where we're sanding up the final rough edges, making sure that everything is clean and we can avoid as many bugs as possible. we've luckily already taken care of most of the brunt of the work, and we're able to focus more on adding content, which is a sweet spot that we're very happy to be in right now. right now we plan on having most of the game's content finalized by around mid-April. in order to pull this off, we're spending March going through all of our enemies, bosses, and unfinished systems, and giving them a solid once-over. we're also going to be doing some more optimizations for those of you who have been reporting low performance in the game. [b]= THERE IS TRUE JOY IN GAMEPAD SUPPORT? =[/b] someone on Twitter also contacted us and showed us an article showing off Game Maker:Studio's extended gamepad controls, so we're going to be updating our input system over the next few days. if all goes well, we should be able to support way more than just 360 / XB1 pads! here's a summary of what we're focusing on for the next week or two: [list] [*]Optimizing the game further [*]Finalizing enemy and boss encounter designs [*]Adding support for more controller types [*]Adding more levels and story scenes [*]Re-implementing the Dark Palace mode and World Map [*]Updating the tutorial even further [/list] a new dev log video will be coming this weekend! if you missed episode 1, you can check it out here: https://www.youtube.com/watch?v=FuHddbSIdZA until then, please take care when lancing! we'll be seeing you again for episode 2 of the Joylancer dev log, and later in the month with another big Joylancer update! -tj