2D Magic v1.10


Date: 7/28/2025

Version 1.10 is now available!

UI Updates:

Removed the battle encounter transition.

Added an option of how terrain should be generated:

  • CPU Rendering - This rendering method generates all the terrain on the CPU when the terrain is first used and then caches this information for later use and display. This method is typically more performant than GPU Rendering but does not allow for dynamic texture changes such as moving water. Color changes such as lighting effects still take effect but are calculated at run-time and overlaid above the terrain.
  • GPU Rendering - This rendering method generates the terrain and displays every frame within the GPU. This method is typically less performant than CPU Rendering but allows for dynamic changes such as moving water. Color changes such as lighting effects are baked into the terrain generation and display calculations.

Gameplay Updates:

Terrain is now custom generated based on a predetermined map rather than random values and noise.

The map has been scaled up to about two times its original size.

Water and rocks are now impassable, obstructing the path of certain destinations.

Significantly improved the performance of terrain generation. Framerate may double in certain situations. 

Reduced max player movement speed by 28.6% from 7 m/s to 5 m/s.

Different armor types such as cloth and plate will now interact with color differently to represent different materials.

API/Asset Changes:

Characters now use a new model with only two textures per model rather than 6.

Bug Fixes:

[VFX] Fixed a bug where the spell animation would play from outside the screen.

[UI] Fixed a bug where the text would be stretched during the transition to the battle scene.

[Input] Fixed a bug where the exit button for the map would not appear on mobile devices making it impossible to escape the map screen without reloading the game.

Known Bugs:

[Graphics] Impassable blocks (such as water and rocks) are sometimes displayed as an adjacent block making it appear as if you are able to walk on the first impassable block.

[Gameplay] The game does not check to see if you are on a valid block when loading up an older save which can result in being stuck in the ocean or in the mountains.

Previous Changelogs:

2D Magic v1.9.0: https://8it-sample.itch.io/2d-magic/devlog/985402/2d-magic-v19

2D Magic v1.8.0: https://8it-sample.itch.io/2d-magic/devlog/975968/2d-magic-v18

2D Magic v1.7.0: https://8it-sample.itch.io/2d-magic/devlog/968117/2d-magic-v17

2D Magic v1.6.0:https://8it-sample.itch.io/2d-magic/devlog/947154/2d-magic-v16

2D Magic v1.5.1: https://8it-sample.itch.io/2d-magic/devlog/939308/2d-magic-v151

2D Magic v1.5.0: https://8it-sample.itch.io/2d-magic/devlog/938596/2d-magic-v15

2D Magic v1.4.0: https://8it-sample.itch.io/2d-magic/devlog/933837/2d-magic-v14

Files

Godot File.zip 298 kB
91 days ago
2D Magic v1.10 HTML.zip Play in browser
91 days ago

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