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Indulge Lady Tallowmere and see how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play. How far can you make it?

Post news Report RSS Tallowmere Alpha 88 now available

Lady Tallowmere's added cutscenes, new rooms, a new boss, and lots of tweaks and bugfixes to her dungeon. Come play!

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Alpha 88 changelog

8 March 2014:

  • Cutscenes are now in the game!
    • (Not very many yet, but this new code is reusable and awesome! Expect to see more in future builds)
  • Room sequences are now used:
    • Tallowmere's dungeon now randomly chooses "room sequences" instead of single rooms.
    • A room sequence is comprised of multiple rooms.
    • For example, a Hydra Lair room sequence might go:
      Generic Room > Generic Room > Hydra Lair Room.
    • A room sequence with a mini story or plot might go:
      Intro Room > Generic Room > Generic Room > Boss Room.
    • This change allows me to implement cutscenes and storyflow while still keeping the game's randomness intact.
    • Room sequences won't overlap, so you won't get a boss twice in a row anymore.
    • If you manage to clear all the room sequences in a playthrough, generic rooms will still be created.
  • Added new room sequence: "Mr Bigguns".

  • Mr Bigguns

  • NPCs should no longer accidentally begin conversations after you finish talking to them.
  • Rocket Launcher should no longer spaz out as much.
  • Added new sound effect for pinwheel traps.
  • Added new sound effect for elevator footsteps.
  • Added new sound effect for quest objectives.
  • Tutorial text's assigned input keys are now coloured for improved readability.
  • Slightly increased poison trap cloud movement speed.
  • Bosses now have healthbars.
  • Fixed rocket launcher not dealing full damage to bosses.
  • Added a VSync Terminal to the starting area, so you can toggle VSync on or off:
    • If VSync is enabled, the game may appear smoother but your input will be slightly more delayed.
    • If VSync is disabled, the game may show screen tearing, but input delay will be reduced.
    • I find that having VSync disabled on Windows works well, but prefer it enabled on Mac OS and Linux.

  • Pressing Escape during a room transition no longer pauses the game; please wait until the room transition finishes.
  • Slightly increased boss' minimum possible health (sometimes felt like they'd die too easily).
  • Fixed existing gibs playing sound effects every time you'd enter a room.
  • Removed fence and bush background doodads; need to explore different options.
  • Fixed treasure chests spawning weapons that had already spawned but not been picked up. (thank you, Scott)

Visit www.tallowmere.com for more info!

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