Some pre-emptive notes from the next patch update:
- Settings menu for controller mapping is done!
- Made small changes to some items. I added two new item quality tiers (Relic and Artifact). Artifact is obvious, but Relic will be any item that you can only acquire once. Relics do not have randomized stats or mods as they already have heightened stats and some have pre-determined enchantments (burning, frozen, poison damage etc...). Also, most Relics have VERY specific crafting recipes for upgrading them (unlike swords for example, sword + sword = better sword).
- Maps have been pissing me off so I went back to the drawing board to figure out a better way to handle them. I came up with a grid mapping system that closely imitates the map in Symphony of the Night (or any other metroidvania for that matter). I am a little saddened that I couldn't make my hand drawn maps work but things rarely go according to plan.
- Character freezing and loss of control has been fixed (as far as I can tell anyways). One thing that had to change for this and a few other reasons, was that the player should not collide with enemies the same way that he collides with the floor or walls. Instead, player to enemy collisions are now reacted to with small damage and a knockback. I had to be extra careful with the range that this happens, you don't want to get hit with damage when simply trying to perform a throw. There is a significant amount of logic being performed to ensure that contact is dealt with fairly.
- Updated various rune effects, trying different things out until they "feel" as epic as they should.
- This one sounds small, but the effect is huge in my opinion.. Music tracks will no longer start over on screen change. The only time there is a break in the music, is when the song itself changes (stepping into a new area with different music). Technically I added this in 0.1.2, but I have since made some slight adjustments.