MADNESS: Project Nexus

MADNESS: Project Nexus

Tower of MADNESS [Extended DEMO]
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Update: 7 May @ 10:26pm

Tower of MADNESS v 0.3 released!

This update focuses on ironing out all the nit picks that have been brought to my attention since the release of v 0.2. Here's a list of everything that's been done:

- The intro to the level has been overhauled to showcase the new design for the Tower of MADNESS!

- The camera angle on every floor has been adjusted to improve quality of life for players, especially ranged users!

- Doors no longer bulge out of the wall!... At least for some of them it's at least not too obnoxious.

- A checkpoint room has been added for those who end up getting their progress halted due to a glitch or some other issue. It's simply not fair to have to start from the very beginning because of a problem outside of your control and my control. If you manage get past floor 5, you'll find a poster that shows you where the checkpoint room is.

- floors 10 and 11 have been switched around again, with the nexus core floor getting a full overhaul on its room!

- floor 8 (slaughter time floor) now drops weapons, giving you a chance to use something besides your fists!

- the red viking ghost from floor 7 has been replaced with slayers!

- a new secret floor has been added to the custom level, Finding the door that leads to it won't be in plain sight, but when you do find it, be ready for a fight. It'll serve as a glimpse into how challenging the rooms will get, with this one in particular being placed somewhere in the 60s or 70s.

- various small tweaks of visuals all throughout the floors.



This will potentially be the last major update to this custom level, with smaller updates coming out every now and then to fix issues brought to my attention, like the ai pathfinding being broken in some of the floors. production for the full release will start to go full throttle once I get a couple of loose ends tightened up on the demo. The expected release date will remain the same.

I will also start doing some dev blogs to share new rooms I'm making, potential plans and visions I have for the full release, and other things for anyone interested in that sort of stuff. You can find my channel here: https://www.youtube.com/channel/UCF6WJZZh6QKckmGFiQRANHg

Update: 27 Apr @ 8:05pm

Tower of MADNESS v0.2 released!

This update focuses on filling in a bunch of the rooms that have been empty since release, along with fixing a couple of issues that have been brought to my attention.

The melee and unarmed glitch has plagued this custom level since its initial release, but I think I figured out what's been causing it. If it turns out to actually be the cause, then fixing it is gonna be easier said than done, as the glitch seems to be rooted in with how the game gets rid of weapons you don't pick up upon leaving the room. The only real solution as of right now is avoid throwing ANY weapon at ANY enemies, and also avoid executing ANY enemies with any weapons that let you get a free executioin. posters have been placed in every staircase to remind you NOT to do any of these actions.

aside from that, floors 1 to 11 have been given lipstick and rouge to have a unique and distinct appearance between each floor. I won't get into too much detail on what I've done, I'll keep it as a surprise for you to discover.

a couple of other small fixes and tweaks to mention as well:

- garret goyle has been removed from floor 8 due to him being invincible for some players

- invisible slopes inside floor 12 have been adjusted to ensure that teleporting back to the top is impossible. If the problem still persists, please let me know and I'll go through and make another fix.

- A good majority of the doors throughout the custom level are off and far away from where they should be from the wall. Nearly every door in the staircases along with some of the floors have been fixed, but the doors from floors 5 to 15 have not been touched yet.


The next update will focus on ironing out the nit pick details such as the doors sticking too far out from the wall and being able to see other rooms from the black void surrounding the rooms you're currently fighting in.

As usual, the full release will be developed alongside the DEMO, the DEMO itself representing what the full release will look like.

Update: 23 Apr @ 7:24pm

Tower of MADNESS v0.1 released!

Two of the biggest problems that I was made aware of following the intial release was that the melee and unarmed attacks suddenly stopped working after a period of time, sometimes as early as floor 8, and the floors had WAAAAYYY too many enemies, which ultimately contributed to the melee and unarmed problem.

v0.1 focuses on fixing these problems and making the custom stage more stable to play by cutting back on the amount of enemies per room and patching sections that would've potentially worsen the melee and unarmed problem significantly. The initial release should still be available to play, though keep in mind it could still be unstable, despite the patches also being implemented in it as well.



Next update will focus on two things:

- Making the custom stage more stable if it continues to show signs of instability, such as the melee and unarmed glitch

- decorating some of the empty floors to give it some more life.



Unless the DEMO still shows signs of being unstable, production of the full version will resume as normal.

Update: 22 Apr @ 10:15pm

Initial release.