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Quarterly update 23

Here's what I've been up to the last few months:

I released Renditions of the Awakening demo 2.0, which added a second level, a campaign map, and changed victory conditions so that you no longer lose when your last demon dies.

In my opinion demo v2.0 was not as fun as I thought it would be and I've been spending time trying to figure a few things out, like what to fix first and how. I tried quantizing terrain to give levels more natural flow and it definitely felt better, but also made pathfinding worse and broke the whole game so I had to roll it back. The proof of concept was successful IMO though so I'll try it again after the next pathfinding update.

The next thing I tried was a new method for spawning portals, to replace exploration and randomness. Instead I'm trying out a Chaos meter that slowly fills when you do anything that gains points and will spawn a portal right in front of you and then reset itself when filled completely. Initial proof of concept work…

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