Devlog #3: Head Hunter - New Biomes and Polish!
Devlog #3: Head Hunter - New Biomes and Polish!
Hello again, adventurers! It's time for another exciting update on the journey through Head Hunter's development. Since the last update, I've been hard at work improving the game in many ways based on your feedback and my own ambitious plans. Here’s what’s new:
Improved Minimap and Controller Support
One of the top priorities was ensuring that Head Hunter looks great on all screen resolutions and plays smoothly with controllers. I've fixed the minimap to scale correctly across different screens and implemented robust controller support using Unity's new Input System. This change lays the foundation for even deeper controller customization in future updates.
Bug Fixes Galore
Several bugs have been squashed including:
Thanks for your patience as I iron out these kinks!
Enhanced Audio Options
The options menu now features audio sliders that directly control the audio mixers. Adjusting the volume levels for music, sound effects, and more is now easier than ever before.
Revamped Sound Effects
I overhauled the entire sound effects system, allowing for each sound to have its own unique volume and pitch settings. In addition, there's a wealth of new sounds:
Tutorial and Gameplay Refinements
Improved tutorial sections including double jumping, camera movement, and attacking enemies to more clearly and easily convey their message.
New Biomes and Features
Explore two fresh biomes: the Marsh and the Jungle. Keep an eye out for future updates as I plan to introduce water to the Marsh biome.
Polished Level Transitions
Added a loading transition between levels, giving more feedback when the player enters a door.
UI Tweaks
Added options and main menu buttons directly to the pause screen for quick access.
Gameplay Balancing
Rebalanced gold distribution, adjusted biome unlock costs, and ensured that each level generates with all necessary biome doors.
Procedural Decorations and System Upgrades
The Dungeon now features procedurally generated decorations, adding visual variety and depth. This system and other similar improvements pave the way for faster and more exciting updates in the future.
Future Plans
Looking ahead, I continue to expand Head Hunter with more content, including the anticipated addition of water elements to the Marsh biome, more enemy variety, additional sound effects and UI improvements, and of course bug fixes. Stay tuned for more updates on this and other upcoming features!
Thank You!
Your support and feedback drive me forward. I can't wait to share more updates with you soon. As always, feel free to reach out with your thoughts and suggestions—I'm all ears!
Until next time, happy hunting!
- The Head Hunter Dev
Files
Head Hunter
An action roguelike platformer
Status | In development |
Author | Matt Burton |
Genre | Action, Platformer |
Tags | Pixel Art, Procedural Generation, Roguelike |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Devlog #6: Head Hunter - Daily Runs, Backgrounds, and Decorations22 days ago
- Devlog #5: Head Hunter - Enemies, Effects, and Fixes25 days ago
- Devlog #4: Head Hunter - Feedback, Juice, Polish, and Bug FixesJul 13, 2024
- Devlog #2: Head Hunter - Unlockable Biomes, Gold Overhaul, and More!Jun 03, 2024
- Devlog #1: Head Hunter - A Journey of Five YearsMay 29, 2024
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