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Heathencall, potentially the last bastion of human life in the galaxy, has been changing the last few years. The animals are going insane and swarming in killing masses. You are a scout tasked with finding and moving your village to a new home safe from the largest swarm ever encountered. Will you save your village, or fail them and see your entire village eaten alive.

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Wastes of Heathencall has entered Version 0.4. It won't be much longer now until we are out of Pre-Alpha.

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Version 0.4


Welcome wastelanders! I'm proud to announce the newest version of Wastes of Heathencall. Version 0.4 includes some major improvements in both optimization and functionality. As such it is mostly a back-door update but many changes will be easily noticed when the player plays the actual game. Without further adieu the updates:

Save and Load Functions. For the first time ever since development began Heathencall finally has a fully functional and tracking save and load game function. It has been a long time coming and I can't begin to describe to you the struggle I went through making and modifying a system that would work within the confines of the programming.

Resolution Changing. One of the biggest problems with resolutions for me was getting the previously coded parts of the game working well with the newer coding for changing resolutions. When I began coding the game I hadn't put any thought into it and that made it almost impossible but I was finally able to figure it out. Now users can choose between 1920x1080, 1024x768, 800x600, and 640x480. As well as being able to switch between full screen and windowed mode. Here's a few screenshots of the different sizes against my 1920x1080 screen. (Note: All sizes except the 1920x1080 have had my tool bar cropped off so they are a bit smaller than the full screened 1920x1080)

640x480 800x600

640x480 800x600


1024x768 1920x768

1024x768 1920x1080


Looking pretty good right? Which brings us to the next part of this update:

New Menu! The old menu was pretty bland overall, being a programmer and not very artistic I spent way too much time on the old one and was never very happy with it. If you didn't see it it's in the trailer I posted up in the second Weekly Wastelander, or you can visit the videos tab up at the top. A fellow IndieDB user was kind enough to offer to create a new, better menu for me and he did just that. I am currently trying to convince him to help me polish up the remaining artwork but can't say much more than that right now as it's still all up in the air.

Parallax Scrolling. What is a side scrolling adventure game without parallax scrolling? Well it's still a side scrolling adventure game but not nearly as interesting to look at. So with this update we have finally added parallax scrolling to the game world. Parallax was one of those things that I didn't know that I needed until recently when I ran across a forum thread that mentioned it and it seemed like the vast majority of people seemed to think it was a necessary thing. So after thinking about it for a bit and tinkering with the code I finally got a somewhat pretty bit placed into the game. Currently it only works for the first game zone but as only a select few people will actually be playing it right now I have plenty of time to integrate it into the other world zones. Here is a video of the system as it looks now in it's unpolished programmer art form:

Alright guys that's it for this week. Stay safe out there wastelanders!

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