This weeks big update has two new additions (not including the new enemy system already released on Friday).
Settings Menu Framework
In getting ready to add all types of settings (audio sliders, graphics and gameplay options, more multiplayer options), the menu system has been redesigned into a multi-panel system.
Because of the 3D nature of room-scale, the menu is unique (at least I haven't seen any other games do it yet) in that as you open up panels, the menu begins to wrap around you.
It keeps everything open as you traverse down into deeper options, allowing you to close and re-open the menu without requiring you to repeat the navigation steps.
It is not filled out yet (no additional features aside from the menu framework), but you will be able to see what is possible!
This week I'll be filling it out, so you won't have to wait too long for audio sliders and hand-offset toggles.
New Talent Tier
I want to begin experimenting with other systems for awarding talents (first thing will be a point buy where you use your score). To effectively do this I needed another tier of talents to get the full effect of awarding different levels of perk power.
So, the new talents in Tier 2 are:
- Chain Lightning: Enemies hit have a chance to arc electricity to 2 nearby enemies.
- Flint and Steel: Arrows drawn from the quiver have a chance to ignite themselves.
- Feather Fall: Arrows drop 50% slower.
These talents should all be fairly unique to each other and even the existing talents. I've done this to allow as much freedom as possible in trying different 'perk awarding' systems (even allowing you to pick perks from any tier).
Hopefully none are too overpowered (I'm keeping an eye on feather fall to make sure it doesn't make people worse at the actual game).
Let me know if anything in the new menu breaks existing functionality, or if any of the new talents aren't working as intended.
