catakids
catakids
Catacomb Kids
137 posts
A brutal procedurally generated platformer.
Don't wanna be here? Send us removal request.
catakids ¡ 6 years ago
Video
youtube
Hey! 0.2.0 is out! Been a long time comin’ x_x. This last year was a wild one.
Patch notes below the cut.
New
4 New Boons!
Completely rewrote level generator
Completely re-made Normal Bear fight
Added two new weapons, dropped by Normal Bear
Added collectible learning points
Added collectible blessing items
Bunch of new premade rooms
New type of treasure chest
Weapon Mastery
Martial Artist
Blastoff
Spin-dash
Changes
Raised followers retain weapon skills, boons, and spellcasting abilities
Grumbuls no longer spawn with amulets, gorhounds, or small turrets in the Grumbul Tank fight
If a player with undead followers dies, the followers will reassign themselves to any player who comes near that also knows Raise Dead
Weapon's status effects only apply when an attack deals damage
Grumbuls in the Grumbul Tank arena no longer spawn with amulets of any kind
Completely re-made the Normal Bear boss
Regenerate now makes slimes multiply
New flame visual effect
New "zapped" visual effect
Made dipper effects last longer
Decapitated enemies who aren't immune to bleeding will bleed out now
Reduced damage frequency of acid
Completely re-made the Encyclopedia
Added the ability to specify potion, spellbook, and grenade types on custom kids
Can now jump up to 1 tile higher by holding up when leaping out of whater
Amulet of Force now slightly pulls usable items towards you when fully realized
Campfires can now bake nearby things, as long as the food isn't directly on the fire
More things cause detectable noise now - like being hit, bear-traps snapping shut, corpses falling, and weapons clashing
Can now roll by sprinting while crouched
Unstable plague now produces many fewer flies
Increased drop rate of fishanha corpses
No longer alerted to lava by dangersense when immune to fire
Changed appearance of stone platforms in the Upper Dungeon
Made device more durable - no longer destroyed by fire or water
Added unstable cold burst effect
Can now pounce onto climbing ladders and ledges again
Fixes
Swarm Form is broken
Grapple breaks if the thrower dies mid-throw
The same items sometimes persistently appear across multiple floors
Disowned player followers remain persistent across floors in co-op
Crash if a corpse currently being looted is destroyed by plague blight or some other means
Lightning Strike (Chain Lightning + Air-Dash multi-cast) sometimes places the player in walls
Reaper deactivates upon leaving the view during certain attacks
Water isn't spawning properly
"fx_sound" surface crash
Byat eye trails never disappear sometimes
Typo "You knows [...]" when looking at oneself
Bear traps draw at the wrong depth
Bear traps continually re-attach to large enemies after falling off
Dangersense only grants a speed boost when traveling to the right
Orbis Malus orbs are affected by status effects
Crash when using Break on arrow turrets
Crash related to fx_sound
Crash related to obj_creature_handle
Tinkerbot weapons don't persist between floors
Reaper can consume keys necessary for progress
Fur Hoods and Coats prevent heat loss entirely instead of slowing it
Crab's skittering sound continues to play even when it shouldn't
One player's pause menu doesn't draw when both players pause in co-op
Raising the corpse of a dead co-op player erases their traits
Controller still rumbles for players using keyboard controls
Crash when backing out of "enchant equipment" shop menu when equipment is all enchanted already
Crash when tracking tunnel doorways
Arrows hit walls immediately when fired up or down while too near to a wall
Can no longer press esc to back out of starting a game, or move the selection left/right after a character has been selected
Spell-dealers now have the proper text for the "Slow" and "Haste" spells
Fixed bug with fire sound effect continuing after explosions
Using poet's Tome ability as a spell while also having incantation causes the tome to always cast its charged version, even as a non-wordsmith
Tinkerbot stops animating when heavy-lifted
Gamepad input doesn't work in single player character select menu if the menu was entered via keyboard
Boulders on pressure pads repeatedly press them instead of holding them down
Sometimes get stuck to ceilings with the sticky feet meal
Tinkerer's class ability was named different things in different places
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catakids ¡ 7 years ago
Video
youtube
HEY. Hi. I have a Patreon now! Check it out maybe?
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catakids ¡ 8 years ago
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0.1.3 and 0.1.3b
Realized I never posted a changelog for 0.1.3 here! I also just put out 0.1.3b for windows. Have a combined changelog below!
New
New Class! The TINKERER!
New Items - Grenades
Robot Follower
Catacoins!
Custom Kids!
Battle music!
AC Forts!
Changes
0.1.3
Oog now have energy for the void amulet to drain 
Changed some reputation requirements
Large mushrooms are now heavier and bounce away creatures even when not upright or when struck
Mushrooms are know knocked away by attacks
Improved Magic 101's charged tome attack
Improved Magical Combat's charged tome attack
As a Spellwright, projectiles from tome attacks will auto-aim
Undo is now removed from your skill grid when its max charges reach 0
Arrow types can be swapped by holding "Stow", even when having held/stown items
Made Anticropolis background details better and more unique
Added splash visual effect for entering water
Added bubble effect to lava surface
Changed explosion visual effect
Changed flame wave visual effect
Made icy slopes much more slippery
Holding left/right no longer reduces your speed if you're moving faster in the same direction
Added a V-Sync option in Graphics options
   Setting V-Sync to "ALT" should help WIN 10 users with their black fullscreen issue but may
introduce other issues
Added option to disable contextual prompts in Graphics options
Some changes to lighting in the Anticropolis
Orb of Leveling light now cycles through colors
Classing up as a wanderer more dramatically increases farsight distance
Improved camera point of interest functionality
Doubled charged duration of Soul weapons and added a damage penalty for losing charge
Changed behavior of shadow strikers for Soul weapons
Stronger enemies generate more shadowbolt strikers when killed with soul weapons
Changed the behavior of lanterns to make them more useful
Lanterns now remove invisibility from lit enemies
Wearing sandals, going barefoot, or being naked in the anticropolis all increase heat loss
Sandals have less durability; Sandals/bare feet kick faster and increase freerun wall-run speed
Boots have higher durability, kick slower, and decrease freerun wall-run speed
Heavy weapons and equipment slow freerun wall-run startup time
Boots reduce damage from ground spikes 1 at the cost of durability
Helms and Coifs reduce damage from ceiling spikes by 1 at the cost of durability
Slightly reduced input window for heavy lifting creatures
Added learned percentage of weapon skill to "Likes [Weapon]" description
Increased shop security
Shops now come in different types
Shopkeepers offer different services based on their store type
Added living space to shops
Added background details to shops
Merchants will buy your items for closer to their actual value with higher LUC
Mixed potions now identify if their components are identified after being made
Weapons clashing gains the attention of nearby creatures
Disarming enemies while you have [Pilfer] now [steals their weapon]
Using Grapple on enemies now [disarms them] if you have [Disarm]
Made gamepad input for mighty stomp harder to do accidentally
Refined Air Dash behaviour
Improved input responsiveness for quickly throwing things after taking Trajectory or Deft Throw
Changed appearance of Trajectory throws
Trajectory now briefly slows time when initiated
Deft throw now has a slight auto-aim
Weapons thrown with trajectory only bounce once
Realized Amulet of the Void now only activates upon stealing energy/magic
Reduced Amulet of the Void's range
Increased INT requirement for enemy amulet use
Can now ride boulders
Can now initiate trajectory bow shots downward
Crush trap chain reeling sound is now emitted from the crushing head
Corpses are no longer valued by name length
Humanoid corpses' worth now take into account their equipped items 
0.1.3b
Reduced Tinker-Bot max hp increase from class-up from +5 to +3 each
Classing to Engineer lets tinker-bot carry heavy items
Reduced Tinker-Bot stat increase when going from Mechanic to Engineer
Added option to tinker-bot to only pick up unusable objects
Added input prompts to tinkerbot's manual mode
Added input prompts to character select menu
Engineer's Tinkerbot changes sprite to reflect improvement
Tinkerbot repairs damage from poor repairs by descending floors
Headaches now last for 2 floors instead of 1
Tinker-bot is better at avoiding shifting platforms in the AC
Fixes
0.1.3
Fixed pools of water spawning incorrectly
Fixed amulets de-identifying when INT drops
Energy with Void Amulet drains one from max
Input icon for class ability doesn't display when using controller
Arrows behave a bit better in tight corridors
Crash when drinking Potion of Cleansing Flame
Icicles are fine in lava
Flame pipes add excessive "Charred"s to corpses
Teleport traps can spawn on the ghost and other "up-to-interact" features
Boulder traps don't trigger over too-short distances
Flame Wave, Infernus, and burning enemies don't properly produce light
Fixed a bug with disabling out-of-view instances
Interactable object title text is drawn in the wrong color
Burrah-boi meal doesn't work at all
Strange transparency artifacts with alphas while in fullscreen
Solidified Lava in reaper room is rendered incorrectly
Still climb up and down ladders while tracking/aiming lantern
Can heavy lift creatures while already holding an item
Heavy lifted creatures can be picked up by humanoids other than the one who initiated the heavy
lift
Ghost sometimes provides too many, too few, or incorrect trait options
All the music was in mono BECAUSE I'M AN IDIOT
Crash when ogo slime on feet explodes in a gas trap
Crash when losing one's weapon-arm mid-attack while using a bow
Potions are overly resource-intensive
Firing a bow homes in on switches even when they're behind you
Missing particle effect upon level up
Breathing Masks don't work
NB becomes unresponsive after being blocked or shield parried
Using raise dead on a player in co-op doesn't restore their charge stars
Dead things gain value as they degrade
0.1.3b
Undo isn't removed from the spell bar when maximum charges reach 0
Missing leg causes air dash to behave strangely
Orb blinks when intersecting walls even when carried by Tinkerbot
Barrels sometimes burn them forever
Can be moved while going through doors
Moving Platforms in the AC can overlap the entrance/exit doors
Bot hits self with thrown arrows
Bot weapons don't disintegrate when broken
Can give bots heavy objects through the idle menu
Likes/Good With [Weapon] doesn't specify weapon type when loading a template kid
Spellbooks stolen by rats become invisible
Reaper weapons fly away after unpausing from tinker mode switch
Spikes in reaper room float when walls disappear
Wind-up turtle can be poisoned
Thrown weapons not reflected by armor of reflection
Potions deal damage incorrectly
Can't change Tinkerbot mode in coop while the screen is split
Bear trap keeps you caught after Undo
If you ride a boulder into a wall, the boulder may push you slightly into it
Weakness and a few other status effects aren't reciprocated by reciprocity
Lava bridges sprite turns to wooden bridge sprite when crushed by crush traps
NB sometimes spawns in walls and other strange places
Tinkerbot mode cannot be changed when class ability is assigned to SPELL
Custom Kids can't start with amulets
"gml_Object_par_player_Step_0" crashes
Locked rooms often generate without treasure
Wooden barricades can block off areas
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catakids ¡ 8 years ago
Video
youtube
If you don't feel like watching that then read below the cut. (it's mostly the same words):
The Tinkerer!
First things first, this update adds a new player class to the game; 
The Tinkerer
. Tinkerers are crafty item-users, planners, and mechanics, and as such they are associated with 
Intelligence
. Their class ability isn't really an ability so much as a companion: All tinkerers have a flying robot buddy that can carry items and fight alongside them.
The Tinker-Bot has four different modes that the player can switch between at will:
In Defensive mode, the tinker-bot will only attack enemies that you're already in combat with, but won't fly off and start fights on its own.
In Offensive mode, it'll attack any nearby creature regardless of whether they're aware of you or not.
In Manual mode, you control the robot directly, letting you move, attack, and pick up items with it, but you lose control of your Kid while doing so.
In Idle mode, the tinker-bot enters an inactive standby state: You can use this mode to tell the bot to wait somewhere out of the way while you go do something dangerous. You can also interact with the tinkerbot in this mode to manage its held item or modify its behaviour.
Of course, nothing lives forever, and the tinker-bot will be destroyed if it takes too much damage. When this happens it breaks into three pieces that are scattered around the level, and in order to restore it you'll need to reassemble the parts and then take a moment to power it up again. When you repair your bot this way, you'll become mentally exhausted for a couple floors, during which time if it breaks again, repairing it might result in some...lower quality results - or else come at a high cost.
In addition to their tinker-bot companions, Tinkerers also have a chance to start with items unique to their class, called "Contraptions." There are only two kinds of contraptions so far - Grenades and Wind-up Turtles - but more are planned for future updates.
Those are the essentials of the new Tinkerer class, but there's much more to them that you'll have to discover for yourself. I'm excited to finally have the fourth class implemented and I think they'll find their place alongside the bully, wanderer, and poet as a valued addition to the game.
Catacoins
The next major addition to this update is the introduction of Catacoins. These coins are a kind of currency that you gain over the course of multiple runs by getting far and gaining reputations. Different reputations are worth different amounts of Catacoins based on how difficult they are to get, but even if you don't get any reputations at all, you'll still slowly gain Catacoins over the course of your runs to spend.
As for what you do with these coins, there's only one thing to spend them on so far, but I think it's pretty neat: You can spend coins to customize the otherwise randomly-rolled Kids, tweaking certain starting traits and equipment to create a kid that suits the way you play, but keep in mind that the more specific you are, the pricier the kid becomes.
You can choose to spend just a few coins for a simple quality of life improvement, or save them up to roll an expensive all-star suited to your tastes -- but play well, to make sure they survive and make the investment worthwhile.
Shops
I've also made some changes to shopkeepers: They're no longer generic sellers-of-all things, but are instead divided into four different shop types: blacksmiths, magic dealers, potion brewers, and clothiers. In addition to each shop type offering different kinds of items, shopkeepers themselves now offers a service unique to their profession.
Blacksmiths can improve your weapon's stats and repair damaged equipment.
Magic dealers will sell you a single spell that doesn't require learning points to acquire.
Potion brewers will identify any potion type, for a price.
Clothiers offer enchantments for your armor and shoes.
What's Next?
So, now that this new class is out and the groundwork has been laid for meta progression in the form of Catacoins, my next major goals are the implementation of the third environment, the Deep Dark and the addition of Tier 3 boons, and transitioning development to Game Maker Studio 2. But like, in the reverse order from what I just said. Of course this all will be aalongside the continued fleshing-out of existing systems - adding more meals and meal effects, more things to purchase with catacoins, more spell overloads and trances, etc.
I'm Still Not Dead
Lastly, as I've mentioned before but will continue to mention for as long as it remains true: If you ever think I'm dead or have dropped off the face of the earth (like I know sometimes happens) Check out http://twitch.tv/fourbitfriday on Mondays or Fridays - unless I'm out of town I'll always be dev-streaming from 3-6PM PST. We've also got a relatively active discord channel that y'all're all welcome to come in and chat ‘bout stuff.
So anyway, sorry this build took such a long time getting out - there were a lot of irritating and common bugs in the last version, and going so long without at least addressing them was pretty unacceptable of me. My bad. I'll try to do better forever. After all, what can we do but strive evermore for betterment - of ourselves, of the world around us - or else be crushed by the sameness and the worseness of all prior existence; softly smothered by the enticing and outstretched arms of the grand beast named Contentment with Mediocrity.
So you strive, stumbling at times, sure, but resisting that beastly embrace. And so shall I strive too - until I am Better. Until I am Best. And even further, until the infinite endeavors which lie beyond.
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catakids ¡ 8 years ago
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Grumbuls and skeletons don’t get along at all.
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catakids ¡ 8 years ago
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Undead Warriors
It came to pass that on occasion some noble would-be-heroes sought to defy Abys' absolute rule, and these kings and lords would gather armies to assail her infinite stronghold. Inevitably, all were unsuccessful, ending up ravaged by her undead hordes and turned back by the unbreachable walls of her floating fortress-nation.
However, among the defeated armies, there always seemed to exist a curiously strong-willed general, soldier, or vengeful peasant -- one who did not go mad or quake in fear at the presence of the Dark Sorceress. These willful challengers would attempt to slay her even as she stood omnipotent before them, and Abys came to admire their fighting spirit. And so, for her amusement, she took to encasing their feet in stone before unleashing her minions upon them in waves. The warriors fought off Abys' monsters to the point of exhaustion and death - sometimes over the course of days - and it is rumored that there are some whose fighting spirit was so strong that even after the light of life faded from their eyes they continued to swing their blades.
Now, they are among the remnants of Abys’ army that roam the Catacombs, having centuries ago forgotten who they were in life or what they fought for.
If their jaws still functioned (or existed) they would mostly tell lewd jokes and exaggerated tales of their own ancient exploits.
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catakids ¡ 8 years ago
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0.1.2
Ahh! This build is kinda way overdue! The last build was pretty buggy and crashy, and this should hopefully fix a lot of that. It's only available on Windows for the time being, with Mac and Linux following sometime this weekend, hopefully. There isn't too much new stuff to play around with yet, but I'm making very good progress on the upcoming Tinkerer class, as well as implementing a currency to be spent between runs.
Changelog below:
New
New Reaper Spell!
New Amulet!
Changes
Can now aim Chain Lightning's trance downward
Reaper spells are now considered "Dark" for charge types
Fully realized Amulets now have a (Realized) tag
Push and Push trance now affect crush traps and falling icicles
Amulet of [Void] no longer drains energy
Absorbing magic with the Amulet of [Void] now restores energy to the bearer
Amulet of [Void] no longer disables the Orb of Leveling
Amulet of [Hunger] now has a fully realized version
Enemy amulet abilities now tied to enemy INT
Enemy amulet effects are now invisible unless you already know said amulet
Can skip logo intro on main menu
Blink trance now protects from projectiles and being crushed by the Grumbul Tank
Fixes
Pouncing with Chain Lightning's trance expends all minibolts at once
Crash when trying to display context button prompts for nonexistent objects
Tomed spellbooks sometimes the visual of being used when using another object
Spellwright shopkeepers crash when casting an aimable spell
Looting menu shows stats for last selected item when selecting Amulets
Sometimes the same amulet type will appear and identify as two separate ones
Sometimes two different amulet types will have the same appearance
Plague poisons allies
Plagued flame bodies are excessively explosive
INT requirement for identifying amulets was wrong
Another crash related to Reaper arena blocks spawning in
Get stuck in ceiling while standing on grumbul tank with extra tough while it jumps
The bottom row of tiles in a level is often cut off or misgenerated
Running Water Anticropolis transition freezes during generation
Thermal indicator shows during level generation
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catakids ¡ 8 years ago
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0.1.1!
I've temporarily removed the Wayward kids from normal level generation since they were causing a lot of crashing issues. I'm gonna put some more work into them and hopefully they'll be back next update ready to rock 'n roll! In the meantime, I'll be doing my usual dev-stream later today over at twitch.tv/fourbitfriday so feel free to come say what's up and talk about kids in 'combs. As always, changelog below:
Fixes    
Pose doesn't change when climbing up onto ledges 
Fixed a bug with giant arrow damage calculation 
Arrows catch fire if stuck in someone who runs past a campfire 
Player 2 Overheal UI is jank 
Casting Raise Dead with overcharges costs no overcharge and ignores blocked energy 
Negative status effects on allies may spread to you via Reciprocity 
The number displayed for current energy when paused is incorrect when mp is blocked 
Flames from Fire and Ice can also burn allies 
Reaper room often reconstructs incorrectly after the battle 
Goo meal can overheal for greater than ones INT 
Teamed-up Wayward kids spawn as though fleeing when traveling to the next floor 
Fire and Ice gave only Hot charges when picked up with Innate Power 
Dark Arts gave the incorrect charge types
Eeol Labeled Eel in kill list 
Melting/dangerous slimeballs are not labeled as such 
Crash when boiling any unsupported object in a bottle of water 
Can get pushed into walls by boulders and barrels 
Cannot teleport out of a wall after surviving a teleport into one 
Making soup from a frozen corpse makes potato and [thing] soup 
Some kids don't drown 
Melting and dangerous slimes are not properly labeled as such 
Air Dash can be buggy at times 
"Down" on keyboard still rolls/bashes even when roll/bash is bound to a different key 
Extra Tough doesn't affect Bear Traps 
Fixed some typos 
Dark Phase has no spell description 
Shops in the Anticropolis have no doors 
 New 
New Anticropolis Transition Stages! 
Amulets! 
Added a few more Encyclopedia entries!
 Changes
Increased arrow damage 
Increased arrow accuracy 
Reduced chance of enemies dodging arrows 
Halved the rate at which bows degrade from use 
Taunt now affects crabs and turrets Increased frequency/severity of unstable undo's side-effect 
Barrels are empty more frequently 
-of Health now heals to a minimum of 3hp, regardless of hp max 
Spellbooks restore more charges and charge types when picked up with Innate Power 
Added Teleport Overload
Added additional contextual button prompts (Sorry, no way to disable them yet! But there will be!) 
Temporarily removed Wayward Kids in order to address an abundance of crashes 
Changed Frolix AI 
Helms and Coifs now reduce stomp damage by 1 
Non-"Hard Helms" and Coifs take a ton of durability damage when stomped 
Removed STR requirement for pilfering enemies' weapons 
Reduced frequency of barrel assassins
Improved War-Hammers' stats 
Added "Farsight" to Wanderer's Instinct class ability 
Spellbooks can be Tomed by using class ability while holding a book 
Transition stages no longer count against meal effect floor count 
Added button prompts for actions 
Encyclopedia entry requirements can be met over multiple runs 
Animated title drop 
Fat humanoids landing don't knock other fat humanoids into the air
Made fat grumbuls much less common 
Added sound effects to crabs and eels 
Added sound effects to laser traps 
Skeletal mages now spawn in the Anticropolis 
Made standing torches rarer in the Anticroplis 
Near Future TO-DO 
Next Class! 
Continue fleshing out Encyclopedia
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catakids ¡ 8 years ago
Note
Didn't see your policy on posting YouTube videos of Catacomb Kids anywhere. Would it be alright to post on my Let's Play Channel? -Gremdavel (youtube/gremdavel)
Make All The Videos! Post Them As You Please! Let’s Play ‘Til The End Of Times!
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catakids ¡ 8 years ago
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0.1.0b!
Buncha bug fixes (AND SOME NEW STUFF) Windows only for now, Linux + Mac coming in the next couple days. 
(Super sorry Linux folk for the delay in gettin’ this update to y’all! It’s coming soon though 💙)
Fixes
Can't make bottles of slime, et al
Number of current spell charges changes upon resurrection in multiplayer
Arrows don't spawn in barrels
Potions of health identify upon drinking them when overhealed
Fog of war is not cleared away while in Flame Form
anim_slash3 crash
Shooting downward with a bow spawns the arrows in the wrong place, causing them to hit tiles above
Transition stage music doesn't change upon continuing to the next floor (fixed?)
Reaper becomes invisible during its super strike
Several other things become invisible after being off-screen
Visual glitch with carrying learnable spells
Slimes still have the wrong spiced effects from 0.0.16
obj_item_claim_point crash
Player 2 can't move in co-op when using a gamepad while player 1 is looting
hud_draw_pause_traits crash
Touching horizontal moving blocks in the AC can be buggy
Using tome while holding an item doesn't play the proper tome attack animation
Grumbul assassins frequently get stuck in walls when jumping out of barrels
Sitting humanoids count as crouching and so arrows tend to miss them
Kids with "Archer" trait can have their bow overriden by the "Likes" trait
Maybe fixed the potion identification spam for real this time, possibly
Can't select a single-player character on keyboard if gamepad is enabled and detected
Device spawns too frequently, and multiple times
Standing near lava doesn't keep one warm
Level-up cancel screen doesn't accept keyboard input if gamepad is enabled and detected
Dpad input sometimes doesn't work properly in menus
Crash when attacking if LUC is greater than 14
Bone arrows ignite
Control reset uses the wrong defaults
Pressing 'esc' while control redefine is waiting for input leaves the control blank
Slimeballs crushed beneath crush-traps don't always leave slime behind
Changes
Arrows burn for longer before being destroyed
Increased arrow capacity from 5 to 8
Added ui for arrows
Arrow type no longer changes automatically until all of the current arrow type is used up
Increased durability damage to armor of reflection when hit by projectiles
Improved the new grumbul variant and made them more visually distinct
New visuals for horizontal moving platforms in the Anticropolis
Moving platforms stop briefly when they hit each other
Further changes Flame Wave trance (Flame Form)
Reaper fight now freezes lava into a solid version
Removed knockback effect upon reaper's death
Reaper room barriers are slower to come in and slower to kill
Summoning the reaper now also destroys mushrooms within the room
Leaving the reaper room mid-fight now angers the reaper
Added money indicator to co-op UI
In co-op, each player recieves a small portion of the gold that the other player collects
Reduced ███-███ hp
Refined ███-███ animation
Can now use ███-███ 's █████ to ███
Can now use claw arms to grapple when pouncing even with a weapon equipped
Hated weapons now go much further when thrown
Thrown spears fly straight
Added identifiable traits to Potions of Acid
Temperature guage position slightly improved, shifts to fit wanderer's tracking
Fishanha finally actually consume corpses over time
Fishanha target humanoid corpses regardless of whether they're bloody or not
Falling icicles break items like crush traps
Added unique portrait art to all arm types
Added death message to popcorn
Limited arrows' vertical velocity when firing bows in low corridors
Dagger haters can pocket daggers
Can once again rebind class ability on keyboard
Crushed slimes now always leave their slime effect
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catakids ¡ 9 years ago
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Let’s kick some ice.
The Anticropolis
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I mean wow guys, for real.
Welcome to your new snowy wonderland: The Anticropolis. Once the underside of Abys' floating fortress before it fell to become The Catacombs, The Anticropolis is now locked in an everlasting, magical cold. Within, you will find undead that roam freely, and grumbul hunters whose excursions have brought them far from their comforts in the Upper Dungeon. Many fun new deaths await in the frigid depths, including but not limited to: being swallowed whole, crushed by giant icicles, spat upon by ghosts, and torn apart by winged beasts while caught in a bear trap and desperately fumbling for a potion. With it being so cold in the Anticropolis, you'll also have to keep an eye on your temperature to make sure you don't suffer from frostbite: Keep dry, dress warmly, and seek fire.
If you’re looking for the changelog, I’ll be posting that separately, but you can check out some of the other new stuff in this build - as well as future plans - below the cut.
Wayward Kids
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It's not all bad in the snowy deep; with new enemies also come new allies in the form of other wayward Kids that you can find and form alliances with (after doing them a favor, of course). These Kids are a very early version of what they'll become, with the hope being that you'll eventually be able to forge relationships with them over the course of a run and encounter individuals multiple times as you both descend and grow stronger. But that's something for later.
For now, they just want stuff (and are formidable opponents, should you gain their ire).
Bows and Arrows
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You'll also find bows, a new type of weapon, and the first that exists apart from the five weapon archetypes. Bows are great ranged weapons that allow you to strike from afar, but their ammo is limited and precious, requiring you to retrieve your arrows after each fight. Once your arrows are exhausted, you may find yourself ill-equipped to handle the trials of more close-quarters combat.
Bows don’t have any weapon skills of their own like the other weapon types, but they do synergize with both the Focus Strike and Trajectory boons.
What's Next?
Now for a disclaimer: This might be obvious, but this release doesn't mean the Anticropolis is done. Far from it: this is the first version of the AC, with much, much more to come. With feedback from players, it will evolve into something even better. Notably missing in this build are transition stages unique to the Anticropolis. I've already started work on them but they were proving problematic and would delay this release even further had I pursued them to completion, so I've simply excluded them for now. There are also several more enemies and environmental features I have plans to implement, as well as a new boss creature (or two?). Anyway my point is: This is just the beginning.
I've learned a lot of things over the past several months of working on the Anticropolis -- things that I hope to employ going forward to help make the game progress faster, so that another months-long absence of updates doesn't happen again.
The first of these is: Hiring people helps LOADS. I have previously mentioned that I brought on one (1) John Sandoval to help lighten the animation workload on me, and subsequently he did most of the animation on many of the new enemies you'll be seeing in the Anticropolis. And gosh, as much as I love doing animation and pixel art that was a huge load off my shoulders. So this is the part where I implore you to spread the word about Catacomb Kids, since my hiring of people is still contingent upon paying them. I would love to bring on another coder and continue to employ the skills of John.
Another thing I've learned is: If I want to work on ~Secret Stuff~, I have to be economical about it. The Anticropolis' delays were ultimately caused by my failure to spread the work out evenly across prior updates, leaving an utterly massive amount of work to be done with little groundwork laid. When I look at how long it took to get the Upper Dungeon to where it is, and expect to make 60-70% of that amount of content again before the Anticropolis release, it's no wonder my optimistic timeline for the area was overstated. To help mitigate that from happening again, I'm going to be starting work on the Deep Dark immediately, though I don't anticipate it to be released for at least as long as it took for me to get the AC together (the better part of this past year). Even if the going on the Deep Dark is slow, the hope is that by the time I'm wrapping up the AC and ready to dive into the DD, work on the area will already be well underway.
For now though, while I continue work on The Anticropolis my next major goals will be implementing meta progression -- that is, the game progression outside of individual runs -- and the next class, which will be focused around Intelligence.
That’s all for now.
<3
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catakids ¡ 9 years ago
Text
0.1.0
See below for an -- if I may say so myself -- sizable changelog.
Fixes
Balls of Goo, Slime, and Mucus become charred instead of properly melting away or exploding
Undead Followers don't work properly in co-op when the screen splits
Spell loss/gain upon being resurrected in co-op
Daily Run menu marked as "Daily Failed" after backing out of the character select menu
Rare crash if the player dies with a whirlwind still active
Passageways on floors display the wrong graphic
Boiling pools of water never cool
Humanoid enemies with legs missing get stuck in a weird hovering state
Crash upon entering a level with previously escaped grumbuls
Escaped enemies in shops appear behind the locked door
Turrets immune to Glacial Grinder overload
Humanoid enemies freeze and spam "!" when attacking beneath them
Roll sound effect is spammed when pressing down+sideways while using a lantern
Potion identification is spammed in co-op if both players have the same potion
Regenerate (Trance Cure) uses two charges
Extra Regenerate (From Potions of Extra Regeneration or Trance Cure) doesn't actually restore hp
Certain overloads/trances caused spell charges to become negative ("X")
Ogo's weapons don't spin when they attack any more
Severed heads are not destroyed when intersecting with physics objects, causing lag
Overload Cold burst doesn't reduce "energized" charges
Environmental slime emits light
Sometimes 'Hates Weapon' is all jacked up (fixed?)
Messages sometimes overlap one another when they are more than a single line
Giant arrows and swinging blades can sever both of the player's arms
Shields differ in different instances of the same Daily Run
Peppered non-humanoid corpses behave as though they are both savory and peppered: savory does nothing to them
Entering the tutorial from the "Extras" menu messes up the music
Reflected dragon's breath is visually buggy
New Stuff
Bows and arrows!
Wayward wids!
The Anticropolis! (And all that it entails)
New Upper Dungeon trap!
Another, different new weapon!
The beginnings of an encyclopedia! (Extremely early version)
Changes
Changed the behaviour of barrels to make them less annoying/reduce instances of surprise damage
Humanoids can no longer stomp when tumbled or frozen
Chain Lightning no longer travels through every single tile of water
Boiling pools of water have their heat distributed through them 
Larger pools will cool more quickly, and smaller ones will stay boiling for much longer 
The position of the heat-source within the pool also matters
Homing bolts no longer target invisible creatures
Escaped enemies heal over time until you leave the level
Improved spellwright's spell aiming capabilities
Added minor squash/stretch upon hitting enemies
Can Pounce with weapons now
Arrows stick in non-humanoid enemies
Trance Cure grants a longer-lasting immunity
Overload Cure heals for more and grants overheal
Added unstable Undo effect
Overloads/Trances no longer require 2 charges to use
Changed color of overheal to match INT and added indication for maximum overheal
Flame Form lasts for longer, and becomes inactive when motionless
Messages in the alerts area are now outlined
Acid deals damage to all equipment, rather than just armor
Creatures slain by acid leave no corpses behind
New barrel sfx
New sfx for arrows hitting walls and creatures
Class select menu now remembers your previously-chosen class
Once more removed conflicting starting traits
Performing a basic 3-attack combo while unarmed will alternate attacking arms
Holding a severed limb while regenerating attaches the limb without ending regeneration
Unstable Caster made rarer for poets
Added a new limb that grumbuls sometimes spawn with
Added a new grumbul modifier
Limited shields' block strength
Spears and large weapons no longer considered 'heavy' for the purposes of carrying them with hate
Swinging blades now interact with physics objects
Reduced the effect of MAG on casting speed without Incantation
Increased durability of Soul- weapons
Can now focus strike flourish
Moved tutorial text to the top of the screen
Tutorial grumbul no longer runs away
Reduced distance between floors for item-drop pipes
Reduced the number of grumbuls spawned during the tank fight
Can now directly attack the Grumbul Tank's legs
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catakids ¡ 9 years ago
Video
youtube
Catacomb Kids - Update 0.1.0! 
Currently 20% Off on Steam and Itch.io!
(Yes, it’s still in Alpha)
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catakids ¡ 9 years ago
Photo
By the way, @humanhacks makes some AMAZING CK fan art on the regular. It is The Best <3
Also, in general, a fantastic artist, so that’s dope too.
Tumblr media
Catacomb Kids tribute, stealing the orb.
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catakids ¡ 9 years ago
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0.0.15
H'okay!
Unfortunately still no Anticropolis yet, but it's getting close. Co-op is very nearly done, so regardless of whether or not The Anticropolis comes out with the next update, co-op will likely be in for sure.
In the meantime, this build introduces many balance changes, including some alterations to the damage calculation formula to make both enemies and players: less likely to deal 0s and less likely to wham for 8-10+ damage in a single hit. I've also consolidated the Heal and regenerate spells into a single, less healing-oriented (but hopefully more interesting to use) Cure spell, with Heal and Regenerate being made its Overload and Trance, respectively. Overall, the result should be that being struck is less of an immediate death sentence but bears more of a long-term cost, with damage numbers being more consistent and healing being rarer.
Additionally, where before your maximum spell charges would increase by simply leveling up MAG, they now only increase once at MAG level 3, and apply to all spells both known and yet-unknown. Some changes to the way charge stars work for Overload and Trance should hopefully make those abilities a bit more fun to use as well.
In any case, there's a bunch of other changes, and some bug fixes that should make this build a bit less volatile. Guess you'll just have to read the changelog or play to find them out!
Fixes
Changing window focus while looting doesn't pause the game
Fixed(?) crash from humanoids attacking with missing weapons
Roll sound plays continuously when looking down with lanterns
Unarmed kick (dagger skill 1) doesn't work properly
Soul- weapons' dark bolt strikes miss frequently
First attack after Taunt doesn't always activate the power strike
Salting food doesn't actually do anything
Sticks continue to burn even in water
Fixed(?) Impossible trap rooms
Fixed several memory leaks
Some optimizations
Fixed wall-grumbuls
Bottles filled with water while held are drawn incorrectly
Voices of humanoid enemies wrongly positioned upon death
New Stuff
New Wizard Throw overload
Added unstable effects for:
Wizard Throw
Haste
Slow
Frost Bolt
Vampirism
Poison Blob
New Spell:
Cure
Removed Heal and Regenerate as individual spells
Changes
Changed how Charge Stars work for Overload and Trance
Stars are now shared among all overloads/trances, rather than being spent per-spell
Changed how damage and defense are calculated 
Fewer 0s and fewer unexpectedly high hits
Changed ladder sprites
Added focus strike abilities to Pounce, Downward Thrust, and Rolling Blade
+1 MIN STR instead of +1 STR at level 3
Max spell charges are now gained only at MAG level 3
Max spell charge increase applies to all spells, known and unknown
Unstable teleport is more consistently unstable
Taunt and Focus strike attacks win weapon clashes
Added different effects when pouncing with different slime balls
Changed rules of Soul-weapons
Increased range of unstable shadow cloak
Made Health and Regeneration potions rarer
Enemies use potions sooner in fights
Boiling Potions can be carried for longer before boiling away
Critical strikes made visible with a green streak
Poison damage now stacks when applied multiple times
Changed the Grumbul meal effect
Changed input of Flourish to match Heavy Bat and Dagger Storm
Improved range, knockback, and stun of Heavy Bat
Changed input for tier 3 Axe / Hammer neutral air to double-tap attack
Increased knockback on focus strike uppersmash
Removed Flourish from spears
Made byat spawn holes more visible
Soups now heal for 1 by default
Added two more ways to cook food
Smoldering foods char much faster
Shopkeepers now have classes and are smarter about catching thieves
Reduced default charge amount for several spells
Increased delay on enemies using weapon skills
Pursuing foes lose you slightly more easily
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catakids ¡ 9 years ago
Text
0.0.14
Fellow humans,
Behold, 0.0.14! Numerous changes in this one. If you missed the status update and are wondering where 0.1.0 is with The Anticropolis and Co-op, please check out the post I made on that subject right here. Long story short; they're a-comin'! Just need some more love and carressin', ya know?
In the meantime, peep this healthy changelog!
Fixes
Regeneration doesn't restore limbs if you have Overheal 
Teleport always takes spell charges, even when Energized
Can't back away from ledges while shielding 
Can't descend ledges while backing up with a shield 
Slow fall while casting empty spell 
Wrong coloration for some corpse's heads 
Twins flee fights (legit fixed this time) 
Grumbul Orb-Bearers can flee the floor 
Having Incantation and Overload causes Vampirism and Haste to rapidly cast multiple times
Frozen food doesn't thaw over fire 
Spiked equipment descriptions are wrong 
Wanderers only hate hammers 
Ghost spawns underwater 
Bug drawing helms in ui when picking them up 
Can't break fallen ceiling blocks in collapsing tunnels with weapons
Gamepad stops working on main menu sometimes (fixed??) 
Hidden spikes often appear under gas traps
Grumbul Tank sometimes gets stuck behind the intro wall
Enemies can escape through barred exits
New Stuff
New Trait: Hungry 
New Trait: Unstable Caster 
New Trap: ████████████
New shopkeeper menu 
New ghost menu 
New class select menu
Changes
Improved stats of Claymores 
Heavy Bat input changed to sprint+attack (same as Dagger Storm) 
Ghost dialog box redone 
Shopkeeper dialog box redone 
Spinning attacks deal less damage per hit 
Numerous changes to Weapon Skills: 
Backswipe is now Flourish -- moved to tier 2 Axe Primary
Parry is a tier 4 weapon skill for Hammers and Swords; removed from Hack 'n Slash
Spin Cleave removed from axes 
Increased hitbox on Downward Thrust and The Drop
Numerous changes to Traits 
Traits no longer occupy Skill Grid space
Positive and negative traits no longer paired 
Loud is louder and increases the range of other noises 
Hunger no longer universal: Moved to new trait 
Hated weapons now behave like normal carried objects 
Weapon hatred cannot be unlearned 
Lucky Boots no longer a starting item 
Significantly reduced range of Teleport 
Leveling up INT increases efficacy of class abilities: 
Bully gains more Power Orbs from taunt 
Wanderer's Vision ability reaches further
Poet Tomes have more charges 
Teleporting into walls will now kill you 
Collapsing tunnels will destroy fallen crush traps and boulders 
-of Removal weapons blink enemies further away, respecting knockback direction
Using items interrupts blocking with shields 
Dropping through platforms requires less horizontal pixel precision
Added telefragging 
Began adding Unstable spell effects: 
Heal, Raise Dead, Blink, Magic Blast, Teleport, Infernus, Chain Lightning
Boulders and Crush Traps break spikes 
Potions of Extra Regeneration last longer 
Frozen potion shards have grace period before becoming dangerous
Reduced potency of "--of Light" 
Added descriptions for footwear 
Can sell items to shopkeepers 
Killing a shopkeeper will return spent money 
Humanoid AI dodges slightly less aggressively 
Decreased LUC requirement for spiked armor to appear, and increased its frequency in general
Break made slightly more effective 
Wanderer's "Vision" ability improved
Newest tracked object carries between levels
Can target items to be tracked
Pathfinder improved
Changes to Grumbul Tank
No longer jumps when player is in combat with summoned grumbuls (excepting the rider)
Tank Legs are no longer impervious to physical damage
Added more visual and audio cues for attacks
Removed time limit from chasing escaped enemies
Added indicator to exits when enemies escape
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catakids ¡ 9 years ago
Text
What’s Up?
So I posted this a couple weeks ago on the Steam community forums, but I know not everybody uses those. Since the next build is impending (as in, sometime late tonight or early tomorrow) I figured it’d be relevant to repost this update for those Not-Steam-Communiteers out there as to where the game currently stands, and where it’s headed.
So, the first thing to get out of the way is that neither Co-op nor the Anticropolis will be in this update as I had hoped they would. But it’s not all bad!
Co-op is actually progressing much more smoothly than I had anticipated -- really most of what's left there is to fix some UI bugs, add a means for dead players to get back into the game, and make some changes to enemy AI to be able to better handle the coordination of two players trying their hardest to cheese the hell out of everything in their way. All of these are things I feel I have pretty solid plans of how to tackle. The Anticropolis is a bit tougher. The actual content for the area is coming together well enough -- 3 of the 5 new enemies I hoped to have completed for the area's reveal are just about complete, and the other 2 should be not long behind. There are also a number of new environmental dangers making their way into the area, and the visual style of the place is fairly well nailed down. The problem I'm facing though isn't one of content, but of integration. The Upper Dungeon feels much like an ecosystem to me, with items and creatures all having their own niches and relationships with one another. In my hubris, I assumed that merely switching out some enemies for different enemies and tweaking the level generator's variables a bit would be enough to call it a new area, but that was a failing on my part to recognize the interconnected nature of the Upper Dungeon's elements. As it stands, the Anticropolis is currently just a very cold looking place filled with a bunch of stuff. It lacks cohesion. It's just stuff. I was so eager to work on and put out a new area that I overlooked the very important task of making it feel like a unified whole. For this reason, I'll be taking a bit more time on the Anticropolis to make it a worthwhile update and not just "hey guys here's the upper dungeon but colder and more poorly designed". 
I hope that’s okay. So that's the bad news. The good news is: Basically everything else. I've gotten a lot done in the past couple months, including overhauling the code for traits, which was essentially the last major systems change before the majority of the remaining work is content (excluding the meta-game progression, which I'll start working on after the Anticropolis is out). Stevie and I also finally overcame a major hurdle with the implementation of leaderboards, which should now be close at hand. I've made a number of bug-fixes and balance changes that I'm pretty proud of, including somehow making Teleport simultaneously less and more op. I've added fairly robust dialog boxes for talking to people which have homogenized the ui of the ghost and shopkeepers, and which will make the implementation of npc kids smoother and radder. I've finally begun implementing unstable effects for spells, and added a new trait to match. I've made the character select menu a bit prettier, and made it compatible with two inputs in preparation for the forthcoming co-op. (You guys won’t actually get to see that though, but believe me it’s in there).
So that’s the gist of it. As I said, 0.0.14 should be coming out very soon -- likely tonight for Windows and later tomorrow for Linux and Mac. Things to look forward to in 0.0.14 include: New shopkeeper UI, new ghost UI, new character and class selection menu, improved Wanderer ability, a couple new traits, telefragging, and a wad of bugfixes.
In other news, GDC was last week and I gave a talk! It was about the representation of human fragility in games, and health systems, and meat! It went pretty good. Hopefully a video of it should be going up sometime in the next few weeks and I’ll link it here when that happens.
I think that’s all for now!
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