The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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49 lines
2.6 KiB
49 lines
2.6 KiB
February 28th -> Begin Internal Game Playtesting
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March 6th -> Discord/Friend Playtesting
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March 30th -> Public Demo Release
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end of worldmap is visible. needs to be extended a little bit
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distance on 1_1 between first and second Enemy spawn feels to empty
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Materials for initial craft seems to be wrong? need to recheck
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do we need a minimap? (maybe with fog of war?) Maybe polling that once testing with more people.
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should gemstones dropp from boss stages aswell? (Maybe lower droprate?)
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Toggle for displaying error messages
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Equip Gear using Start menu tutorial
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Steam Controller SDK
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Steam Rich Presence
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Add in vsync system option
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Remove Unlock All Button
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Steam-specific Game Build
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Fix scaling on some UI equip windows.
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Your game uses the proper controller-specific glyphs when showing in-game input prompts.
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The Steam Input configurator screen uses in-game actions that the player performs in your game, instead of keys or buttons.
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You've published an official configuration for the controllers you support.
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Your game doesn't restrict the user's ability to customize their controls. This means it allows any mix of mouse, keyboard, or gamepad input simultaneously.
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When your game wants keyboard input (e.g. when naming avatars), you use the API to automatically bring up the text entry UI.
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Your game has no launchers that require mouse or KB input - or even better, no launcher at all.
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To ensure users have a good experience from the couch, we also recommend the following:
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Make your UI readable from several feet away. Our rule of thumb: when your game is running at 1920x1080, your fonts should be a minimum of 24px in size.
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Start your game in fullscreen by default when the user is running Steam Big Picture (the "SteamTenfoot" environment variable will be set)
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For bonus points, at first launch detect the user's screen resolution and set your resolution to match it.
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Implementing Steam Input API support
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The implementation process is straightforward, and shouldn't take more than a few days of work. Four steps are involved:
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In a text editor, create an in-game actions file, which tells Steam what in-game actions your players can bind to the controller.
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In Steam, use the Steam Input configurator UI to create your default configuration.
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In your game, use the Steam Input API to read actions from the controller, and to retrieve appropriate glyphs for display.
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Update your game depot with the new binaries, and publish your configuration as the official config.
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Make another actions config file for the main build
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Sword attack should linger
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Add game file debug logging
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Automatically pause if controller is disconnected (while using a controller) |