Archive: News

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)

13th + 14th October Progress

Heyy!

Yesterday and today we’ve been working on making terrain generation less…flat and boring. We’ve been in need of more frequent dips in terrain, caves, crevices, and such for awhile. Take a look!

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Some more random merchants and trade caravans were added in, allowing you the chance to run into those. But we’ve also added bandit NPCs! They’ll attack you on sight, because they’re real big jerks.

A bunch of improvements have been made to merchant UI. They’re no longer pacing back and forth awkwardly while trying to return to their shop stall upon seeing a player. Also, a merchant’s inventory will largely depend on their race! An Avian merchant will sell Avian ingredients and goods based on tier, for instance.

Still working away on tiers and bug fixes– today Kyren fixed a bunch of old animation-related bugs. And apparently the anvil object was working as a chair. It is no longer doing that.

Also Legris added bandit clothes for our bandit jerks!

‘Til tomorrow! <3

 

11th + 12th October Progress

Hey! A bit late with last night’s, so I’ll tell you what we’re up to today, too.

Yesterday some code was added to allow players to unlock recipes when certain game events occur, including finding new materials (i.e- when you find snow, you’ll unlock a recipe to create snowballs).

Armagon aaalmost finished the Avian airship, and Legris added this awesome frog merchant.

Today we’re continuing with tier progression! Legris, Tiy and I are about to do a play test to make sure recent changes have made things much more balanced.