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Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

Nasty bug, begone!
Posted 26th Mar 13, by HitmanN  
What's up peeps?

I haven't clearly been very active with updating the devlog this year. The reason is that, ahem, well, I haven't been very active with Twisted Tower anyways. >_< I've done some stuff, but not nearly enough to call it progress. I've finished the remaining spells from the to-do list, as well as changed enemy data to allow varying degrees of resistances. Previously enemies took either 100% damage to a specific elemental, or none. Player already had varying amounts of resistances, so it seemed logical to apply the same to enemies. It also makes combat with spells a little bit more interesting than just spells being flat-out great or useless.

But here's the real kicker. A bug that has been pestering me for a very very long time now, is now fixed! This bug was a memory leak, which caused the game to continuously reserve more and more memory during runtime, eventually ending in a crash. Countless evenings I spent trying to figure out the source of this nasty problem, until I finally managed to isolate the issue to one extension, INI++. I contacted Jax, the author of the extension about this, and he promptly issued a fix, which got rid of this memory leak, completely. Awesome!

With that said, if you happen to be using INI++, go get the updated version, pronto! Here:
http://community.clickteam.com/threads/79807-Memory-leak-fixed-Ini-v1-5?p=588328

Now that Twisted Tower is stable again, I need to find some extra motivation to resume working on it regularly. The release is likely pushed back again though, as I may need to do a few more changes to certain mechanics that I earlier thought were solid enough, but now find lacking. It's best I don't estimate a release date at this time.

Posted by s-m-r 26th March, 2013

Hey, congrats on finding a fix for your memory leak! I'm sure that Jax is pleased with your efforts as well.

And as for pushing back the release date...at least you're sticking with it! So many other Klickers (myself included) drop their motivation and rarely follow through with major projects. So keep up the work, even if it's just one baby-step at a time. There are folks out there rooting for you...!
 
Posted by UrbanMonk 27th March, 2013

Thanks for finding that leak! I was using that object a little while ago and had similar problems. I didn't know ini++ was the cause!

I've since quit using though, so it isn't a problem anymore.
 
Posted by Alonso Martin 6th April, 2013

Glad to see you're working on it. I think you should do some marketing to get this game known to more people.

There's this dungeon crawler in the making called Chasm that's pretty similar to this game. Only it's much newer: it seems to have been started last year. It went to GDC, so it's gotten a lot of attention.

The idea of procedurally generated dungeons for metroidvanias is kind of new/innovative, so you should get your game more in the light lest it will be called a copy when it's released. And you have your devlogs' dates to back up your precedence.
 
Posted by HitmanN 9th April, 2013

@Alonso Martin:
I'm not comfortable entering a 'marketing' phase yet. It will happen once I'm convinced that the stuff that is left to do is really what is left. Right now I still keep finding things that I want to do differently (primarily to make adding further chapters easier in the future), so who knows how long the release will be delayed. Also, like you said, the devlogs, as well as YouTube videos prove that the design was thought of a long while ago.

I'd also like to point that I wouldn't call this a Metroidvania game, since it has very little item fetching to achieve progress. It's more like the original Diablo in progression, with the exception that some floors require to find a key for the exit door. Other than that, it's about going through randomly generated dungeons, leveling up and looting better gear, with some story-snippets near checkpoints.

An older project of mine called The Bubble had a more Metroivania-like approach, with item and obstacle randomization. Twisted Tower is an off-shoot of that idea, but I grew more attached to this than The Bubble.
 


 



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