It’s Almost Time
It’s been a long and eventful journey, but Risk & Riches is only two weeks away from its 1.0 release. Well, today, I am releasing the 1.0 version of the demo, which is, as you might imagine, in line with the 1.0 full release. So, the demo is an exact reflection of the upcoming release other than the content locked within the demo. Thank you to everyone that’s been a part of the journey so far in any capacity.
Changes in v1.0 Demo:
The mouse line (yellow/red indicator line when moving a card around) is no longer affected by shading, so it appears brighter
Changed the collision shape of the cards in hand to a rectangle instead of an ellipse (I set it to an ellipse at one point, and I’m not sure why), this means more of the visible card area is selectable
Changed the save/load system for settings to a human-readable config file, this was done to more easily implement key rebinds (edit manually at your own risk)
Updated the Settings Menu so that it is only two tabs
Added the ability to rebind keys (finally, right?)
Added a border to the energy indicator that now displays yellow when the player has energy left and red when energy hits 0 for the turn
Added a yellow highlight to the pocketed icon above cards when they’re pocketed so that it stands out better
Removed the “[Space]” text from the End Turn button since it can now be rebound
Removed the “Feedback” text from the Bug Report button so that it now just says “Bug Report” in the Pause Menu
Replaced the Bug Report button on the Main Menu with a Credits button
Added a Credits Menu accessible through the Main Menu
Bug Fixes:
Added the “Banish” keyword to the “War Shield” card (thank you to whoever submitted this bug during Next Fest)
Fixed the layering of the Pause Menu and Events so that the Pause Menu no longer appears behind Events
Increased the Z Index of highlighted cards because when there were a lot of cards in hand, it was possible that cards to the right of the highlighted card could obscure part of the highlighted card
Made it so that unpausing would no longer retrigger the effect from the ore vein in the Treasure Room
Fixed a crash that could occur if there was not enough available equipment to fill the slots in the Hardware Store and an empty slot was selected
Reduced the description text for the “Cursed Doll” so that the “+1 to effects” text added after playing the “Worth More” card wouldn’t go outside of the card description area
I have a few ideas for a post-launch update already, but there are no game-breaking bugs that I am aware of at this time, and everything intended for March 27 is implemented and ready to go, including Steam Achievements. Thank you again to all of you who have been part of this journey, and I hope you enjoy the full game when it is released on March 27!