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I Am Overburdened

A silly roguelike full of crazy artifacts and a "hero" who has 20 inventory slots. · By Spidi

1.2.1 journal entry update

A topic by Spidi created May 16, 2019 Views: 429 Replies: 4
Viewing posts 1 to 2
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Hi there!

My apologies for being dormant for so long. I'll explain what happened, but I want to jump right into the details of the latest update I've just released. I'm leaving the boring rambling to the end ;) !

Update

Version 1.2.1. has a plethora of changes, but mostly just fixes and tiny additions. It is not THE huge content update I've been teasing, but has a bunch of nice things I hope many will appreciate.


The game has been localized to German ...) and Spanish ...). With this second set of official translations the game now supports 7 languages :O ! Hopefully this way even more players will be able to enjoy the wacky descriptions and dialogues :) I would love to add even more in the future, but I can't make promises yet as these take time and money. Will try my best.

Special thanks to the translators for their work:

Nico Weiß (canemus): German, Juan Buleo (PsychoKurt): Spanish

Mouse and UI

When I Am Overburdened launched it lacked proper mouse support. I patched-in this feature shortly after and I tried upgrading it ever since, but there are still a few ideas left worth pursuing.

Book graphics and controls

The menu book graphics were improved with a simple trick and all the screens received separate "Back" and "Close" buttons. This way it is way easier to navigate them (some menu "stacks" were quite deep) + now it is possible to move around with only the left mouse button easily.

In-game UI

There is a new book icon under the health-bar for opening the menus. Again this allows left mouse button only navigation during play.

Inn renovation

The same way the user interface needed some changes to better support controlling the game with mouse only, the inn had to be updated a bit to accommodate. I added a journal next to the innkeeper which can be used to access the main menu.

Stash confusion

Many players claimed that they did not notice the "Stash" in the inn and had no idea about collecting starting items. Mea culpa, this was a big design error on my end. Now when it has items in it there is a smoke effect triggered when entering the inn similar to the ones accompanying other unlocks and play variants. Hope this helps in discovering the unlocked starter items.

Bug-fixes and tweaks

Besides adding new languages a lot of localization fixes found their way into the game. Layouts of the menus were changed a little to make translated content better fit them. I also increased the item pickups notification time for longer fluff texts as translators suggested

A small balance change was applied too. The luck penalty on nightmare difficulty has been decreased to 3 from 5. It is not a heavy impact modification, but it does make nightmare an itsy-bitsy less luck based.

Path-finding

I made a mistake in the underlying path-finding system which caused a rare but weird issue when controlling the player with the mouse. Fixed!

That is all for this update, but soon more will follow!

So what's up?

Sadly In the last six months I had to face a lot of difficulties (financial, personal and housing/moving related). Due to this I had to hibernate work on the game :(

Thankfully it looks like everything is settled now. In the upcoming months I'll focus on completing the updates I've been dying to deliver for a long while. I already re-organized my TODO list and plans :)

Thanks for your patience and understanding.
Have fun in the dungeons!

Welcome back... again! :D
Great update... you might wannt to consider adding "Port to Android/iOs" in your future ToDo list I think IAO will  feel great there.  XNA ports such as ExEn might make porting much easier. 

Thanks for the warm welcome Neutonm.
I saw you changing your displayed name here. Is "Neutonm" still ok, or are you planning to switch/leave it behind?

Yep, I actually am considering it. It is on my menu so to say :)
I already checked out MonoGame just to figure out how much of a work a mobile port would be. I think it may happen because just as you say it is a good fit for mobile, but it is also not a small task (lot of UI & control changes required :/). I'm currently focusing on a project similar in size as a mobile port though. Going to reveal it soon ;) !

:D It's just a nickname, although eventually i'll move to offical name on all channels once Smintheus hits the store. Anyway...  it's definitely OK. 

Well, seeing as IAO behaves in terms of controlls it wouldn't be such a fuss to port it to mobile phones as you can simply imitate mouse click with touch events. Couple of buttons on GUI leading to menus, inventories,etc and it's done.  No idea how portable is dealing with C#...

Looking forward for your secret project! :)

Yeah, the UI is slowly becoming super mouse and somewhat touch friendly. C# is not the best portability wise, but not the worst either so I'm going to give it a go ;)
Thanks again and keep up the awesome work on Smintheus. Looking forward to its full release!