There's a bunch of stuff that could affect this, honestly. Everything from the browser you're using, your operating system, if your computer is 32 or 64 bits...There's just too many things which could be affecting this, honestly. :< ...There's also the fact that Unity's WEBGL option has just been released, there's bound to be fixes and optimizations in the future.
Update! 22/01/2016Build 0.4 is out on our Patreon!
New Features- The new expedition system is implemented. When going out to hunt a monster, instead of being bumped into a bunch of random events, you'll instead be sent to the map exploration screen. You and the monster will take turns moving through the map, where you'll be able to set traps or move around at will. Entering the same tile as the monster will cause the battle to start, carrying over any debuffs or buffs acquired while traveling the map.
- All of the monster fluids, which you previously could only sell, are now implemented as consumable items which you can pick up while going out on an expedition...Speaking of which.
- The Expedition Set Up Menu in the town was completely changed up to fit the new expedition system. You can take up to eight items with you, decide which area you're going to hunt and you'll also get a little bit of information on each monster before you set off to hunt them. (
http://screencast.com/t/Yy5acFBdPy Video demonstration)
For testing purposes, all consumable items are available to take into an expedition right away, as many as you're able to fit in your backpack.
Following the 14-15 day rule, it will be made public (Alongside with any bugfixes that I do until then) on the 6th of February.
Nescafe here. I'm updating the download link above to the newest public build (0.4), if there are any bugs or problems anyone runs into, be sure to let me know.
This new version is pretty much just for the new Expedition System.
Version 0.4 Details
- The new expedition system is implemented. When going out to hunt a monster, instead of being bumped into a bunch of random events, you'll instead be sent to the map exploration screen. You and the monster will take turns moving through the map, where you'll be able to set traps or move around at will. Entering the same tile as the monster will cause the battle to start, carrying over any debuffs or buffs acquired while traveling the map.
- All of the monster fluids, which you previously could only sell, are now implemented as consumable items which you can pick up while going out on an expedition...Speaking of which.
- The Expedition Set Up Menu in the town was completely changed up to fit the new expedition system. You can take up to eight items with you, decide which area you're going to hunt and you'll also get a little bit of information on each monster before you set off to hunt them.
For testing purposes, all consumable items are available to take into an expedition right away, as many as you're able to fit in your backpack.
So, as we roll into February, I feel like I should let everyone know about what will be our focus for this month. I'm gonna start doing this at the beginning of every month, I think it's a nice way to communicate with you guys about what's going on with the project, so you know what we're working on our side. For this February, we're gonna be focusing on Art. More specifically, we want to get the game hopefully on a more polished state. Enough for it to be posted on a game portal like Newgrounds. Given the size of Newgrounds, we thought it'd be proper if at least most of the art on Hoonters was properly finished before we released a build there.
So the current plan for this update will be:
- All currently implemented monsters will get the art of their scenes properly polished and colored.
- All of the art in the introduction cutscene will also receive the same treatment.
- (Possibly) Town Updates.
This means that, for this next update both me and Pexe will be shifting our focus to work in the art, which leaves me little time to do proper programming of any new features. Of course, if there are any bugs or glitches I'll get to them right away, but for the most part, February's update will be an Art focused one.
Here's a little WEBM preview I just finished yesterday. Yes, I know I need to fix the scarf, this was a first test. It actually doesn't even do that much justice to the one actually in the game which runs on 60 FPS, the WEBM captured it at like 30 or something. Just download the file and play it in your browser/video player of choice.
I don't know for sure WHEN during February we'll be finished updating the art, but I'll be sure to keep you all updated