18th October Progress

Good morning/afternoon-ish! Yesterday we continued work on bug fixes, dungeons and adding existing items to treasure pools! We’re doing a lot of cleaning up, tweaking and balancing in preparation for…beta.

So most of our commits for yesterday are fixes like…”Object imageLayers should also use relative pathing” and “reference unlit objects” and “change flip to flipImages” and…not a terrible amount of visibly exciting changes, but really good changes nonetheless.

Continuing with these sorts of changes, plus NPCs/enemies and some object implementation into today. Hooray!

I’ll leave you with this tiny cropped screenshot of a newly finished dungeon. :)

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17th October Progress

Hey everyone!

Today saw a lot more bug fixes, mostly. We’ve been working out some kinks with objects that could cause trouble down the line, as well as continuing work with terrain generation and caves.

Armagon got lots of dungeon stuff done that I’m excited about, but am not going to show you because I’m terrible. :D

Drops were added to humanoid NPCs- bandits, for instance, have a chance of dropping some clothes, money, bombs, maybe a little whiskey.

And more monsters and NPCs are still being added! I believe Legris is adding some cultists, because what’s an adventure game without cults?

Here’s a giant fly enemy Rho worked on today:

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Goodnight! :)

 

 

15th + 16th October Progress

Hey guys!

The last two days have largely been about fixing bugs and prepping dungeons!

Still working out the kinks on interesting terrain generation while prepping player tech (think stuff like the dashing and double-jumping) and fixing ALL the bugs.

NPCs are still being worked on- security cameras behavior especially, and some changes were recently made to guard NPCs so that just one nearby guard will bother you about putting your weapons away instead of…all of them at once, which was kind of annoying!

I hate to just say things like “more minibiomes are being set up!” and “Armagon’s working on the next dungeon!” without going into detail, but…I can’t really go into detail without spoiling things, can I? And I already spoil lots. Anyway those are things that are, in fact, happening! Whoa!

We’re also working on fixing any unfinished or broken item/weapon names and descriptions. Considering each race has something different to say about every single item, that can be preeetty tedious.

Also Tiy added some pretty butterflies.

PS- Here’s what happens when the team’s trying to decide which horse mech looks more like an actual horse:

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PPS- Here are the actual work-in-progress sprites minus silliness:

ss (2013-10-16 at 01.24.00)