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 Post subject: Dec 18th Build - Ready to go
PostPosted: Fri Dec 20, 2013 1:39 pm 
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Joined: Mon May 13, 2013 10:50 am
Posts: 537
Hey all!
The new build is up at both Humble and IndieGameStand.

This interval was only about half the duration of past update intervals--and as a result this is a much smaller build update this time around. It takes the game from 63% complete to 68.999% complete. Unfortunately, a new build means a whole new .exe file to download. The game does NOT auto-update.

If you purchased the game from the http://www.towerofguns.com Humble widget: Just log into your Humble Accounts, browse to your library, and you should be good! If you do NOT have a Humble Account then you will probably need to find your original purchase receipt—that should have a download link which should still be valid. Alternatively, you could try the Humble AutoKey Resender Utility: http://support.humblebundle.com/custome ... y-resender

If you purchased the game from IndieGameStand.com: Just log into your IndieGameStand Account, browse to your library, and you should see the new download link!

New in this build:
  • Four New Bosses!
  • A couple of new mob types and population wirings
  • An incredibly embarrassing mispelling of the word exercise (already fixed, but it missed the build cutoff)!
  • Some initial optimization work--nothing too major yet
  • A stat menu on death!
  • More progress on room randomization. You can click on the “Dev Update” tab to see how far along each level is. The new levels only have one set of rooms so far, like usual for new levels
  • Lots of other little things!

The next build update after this one is scheduled for late January. Thanks everyone for supporting Tower of Guns!


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 Post subject: Re: Dec 18th Build - Ready to go
PostPosted: Sun Dec 22, 2013 8:30 am 
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Joined: Sat Oct 12, 2013 3:50 pm
Posts: 45
The after death info, really great! Nice addition.


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 Post subject: Re: Dec 18th Build - Ready to go
PostPosted: Sun Dec 22, 2013 12:40 pm 
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Joined: Mon May 13, 2013 10:50 am
Posts: 537
thanks! :-)


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 Post subject: Re: Dec 18th Build - Ready to go
PostPosted: Sun Dec 22, 2013 6:40 pm 
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Joined: Fri Sep 13, 2013 4:12 am
Posts: 353
"68.999" lol. Great work blankslatejoe!

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-Sgt Psycho
Check out my totally unofficial youtube fan page TVC Taswegia for previews, strategies, tips and tricks and good, clean fun with high calibre weapons and explosives.


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 Post subject: Re: Dec 18th Build - Ready to go
PostPosted: Fri Dec 27, 2013 6:53 pm 
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Joined: Fri Sep 13, 2013 4:12 am
Posts: 353
Now that I've had a chance to play it... Wow!

You've added so much in this build it's amazing. All the transitions and new content (Bosses!) are totally great.

Here's some quick previews:
I love this room, I spent waaay too much time fooling around
Image

Are you ******ing me? :o
Image
If it's not clear, there's a ring of pirouetting cannons on a rotating ring raining shells down from far above. There's also a helix of motivators so you can fly up and around the level... if you dare.

Also, Junkman perk now keeps loot around forever. Finally, the kegerator comes into it's own!

_________________
-Sgt Psycho
Check out my totally unofficial youtube fan page TVC Taswegia for previews, strategies, tips and tricks and good, clean fun with high calibre weapons and explosives.


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 Post subject: Re: Dec 18th Build - Ready to go
PostPosted: Fri Dec 27, 2013 7:23 pm 
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Joined: Mon May 13, 2013 10:50 am
Posts: 537
Glad you're enjoying the new rooms, sgt!

I think technically with junkman the loot might vanish after like... 12 hours or something, but yeah, it's essentially forever. It certainly makes that perk more enticing... :-)

Anyway..more to come, of course!


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