Archive:

2nd November Progress

Good evening!

I know I went a little quiet this week– we haven’t quit doing updates! I was just super busy and away from home. :P I’m gonna keep things pretty brief!

We’ve been configuring tech today, on top of the usual monster configurations and balance tweaks. We’ve got a bunch more NPC dialogue in, too! Merchants have different greetings depending on their race now, among other things.

Here’s a vague peak at a couple of techs (that are still subject to change, but I wanted to show ’em off). :O

butterflyboost bubbleboost

26th + 27th October Progress

Hey guys!

Past couple of days have been dedicated to things like making our status effects more UI friendly. Making it more obvious when the player has gotten too cold, or starts drowning, because those things were annoyingly easy to miss before. Also debugging! Surprise surprise. :D

Lore was completed for the Avian, Glitch and Floran dungeons.

Buffs that allow the player to run faster and jump higher for a period of time were configured and are being added to certain consumables! And we’ve continued configuring NPCs. Today we’re doing some play testing to see what else we’ve gotta fix. :D

Earlier, my Glitch was tragically accosted by bandits. All she had to defend herself with was a burrito. The bandits decided they really, really wanted that burrito– and who could blame them? Here is a screenshot from her final moments.

Screenshot_8

 

In seriousness though, Armagon took this really pretty screenshot of a desert biome with a planet in the background. Conveniently wallpaper-sized (click for full-size)!

Beautiful Desert

25th October Progress

Evening everyone!

A *big important thing* we managed to get in today was support for status effect icons. We’ve been configuring all these status effects, but until now haven’t had a way to indicate to the player exactly what was going on. So, yay!

We’ve also quickly made a tree “brush” for dungeon generation keys that lets us make sure we’ve got some trees spawning in places like…Glitch villages, for instance. Towns are no longer barren wastelands!

Got some more blocks in, did some more dungeon work, fixed some bugs- particularly one with the placement of consumables in the player’s hand. I spent a lot of time today trying to make sure the “gradual healing” status effect wasn’t too powerful or too weak. Testing this out involved applying a damage status effect to banana bread and varying levels of the gradual healing status effect to a few other foods. Then I stood on my ship eating hundreds of loaves of poisonous banana bread and healing myself with pie. gamedevelopment.jpg

I leave you with a demonstration:

killerbread

Goodnight!