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Spelltron is a competitive single player top-down mage shooter, where you play as one of three powerful spellcaster classes in a battle of survival against an onslaught of thousands of monsters.
Our Pre-Alpha release date was not met due to a great amount of life circumstance, but progress is still being made. Pre-Alpha goals are being adjusted. We have even begun adding the Necromancer and Enchanter classes as part of the project reorganization process. Also an issue with V-sync was discovered, causing massive idle time latency spikes on Ryzen/W10 systems, independent of how many 1000s of mobs are on the screen at once. V-sync off (engine and system) seems to be the answer for now, running the game over 200fps to take full advantage of fast refresh rates without negative V-sync latency penalties.
See Alpha Push for updated project planning.
This release will be the first milestone reached on the journey towards the Spelltron Alpha build.
Refer to Alpha Push for more details.
-Introducing the Reagent System! Collect item drops from mobs and explore different volatile combinations of reagents that create destructive magical explosions and effects.
-Mob movement has been tweaked.
-Power spec AoE increase has been reduced to stop it from breaking the game.
-SoW has been greatly boosted.
-New less sonic mushroom pickup noises
-Various new splosion SFX
-Sonic speed up moved to SoW for now
-Dual casting is possible and needs to be blocked
-SoW is stackable on itself, which is OP as fuck.
-Casting while charging is possible still which is also OP as fuck.
-Lizardmen are stacking excessively, giving AoE a huge advantage.
-Occasionally the UI disappears at launch of new game (restart program if happens)
-Super does not trigger anything yet because the ability has not been defined yet
-Pulse reagent combo (2tail/1shard) causes stacked audio imbalance, seems a bit weak
The next version will focus on refining the spellcasting system.