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Hey people! It's time for a little update on the progress!

This month I am finally slowly recovering my developing rhythm. I feel in the past I couldn't maintain it. But specially this last week I was able to work on the game more.

Anyways, let's go deep into what this month has breing us.

First, I'll explain the boring bit. I spent a lot of time tweaking internal stuff again. I found a bunch of bugs with the skin, music and dialogue systems. 

I really spent most of the time this week doing this, despite me wanting to advance the game story.

The skin system was a little tough to redo, because I forgot to make a way to store the skins/clothes unlocked. So, the save/load scripts had to be updated, the stats controllers too adapting it to multiple skins. 

The Music system was some weird interaction with the Gamemaker Studio 2 sound functions. I don't really know why but basically the action music starts at max volume when entering a new room, and I couldn't pinpoint why it happened, well I fixed it with some shoddy work.

With the dialogue system tbh, it was my fault. I did that so long ago and with fear of not breaking it I didn't touch it ever. But then when revisiting it, I was really lost on how I manage to make it work, there were redundant stuff and bugs when exiting dialogue, the player could retrigger the conversation if started mashing buttons. Also I worked on making it synergize more with the quest system.

I also started preparing the forest enemies. Maybe I am repeating myself a little bit because I can recall several times I talked about new enemies.

Did a recolor of the small bat, this one though I think I will make it bite.

And also did a new kind of bat, that shoots fire.

I will post a list (Underlined are currently already done):

  • Common: Wolves, skeletons, zombies, spiders, velvet worm (patreon), bats/birds,
    plant-based enemies, paladins, archers, shock troopers, …
  • Minibosses: Kiuna (patreon), Esquilax (patreon),
  • Full Bosses: Super heavy paladin, …

As I said in the polishing bugs section, the skin stuff had some issues. That I noticed when doing the actual items to collect.

Picking up one of those will automatically change Rynn into them and also unlocking the wardrobe option for it. (That part is not still done).

If the option isn't unlocked then an icon will appear over to indicate a new costume is unlocked. If it's already there then the object will only change the skin.

I was going to make it so that particular skin wont be appearing again but I'm still undecided because what if the player is far away from a Wardrobe to change skin and they just want to collect it and not play with that skin they unlocked?

Something like this will be where Rynn can change clothes. 

Finally, yesterday night and today I worked on progressing the story a little bit with the main Kthani quest. This will give Rynn her fighting abilities back.

I had to code a new kind of trigger NPC where they get hit by Rynn attacks (very easy to do bc I already had that kind of trigger but not in this situation).

And to the patron rewards!

I'm sorry I didn't work at all on those that already told me what they want. I couldn't get the time to do them. And I feel those rewards are accumulating. My plan was to make them whenever they were ready. But...

Well I'll list them anyways again:

  • Background NPC: RaxTheHero, FarionFey, AlexanderRoper, Belblind, Omikron, Modelgio360, TitanGenesis.
  • Enemy: RaxTheHero, AlexanderRoper, JokerBoney(Big bunny boss), FarionFey, Jage, Modelgio360, TitanGenesis.
  • NPC and Quest: FarionFey(Quest pending), Belblind(Quest pending).
  • Player costume/skin: No one (Tier too new).

Modelgio360, TitanGenesis and Jage are on the list again. (Some rewards on the Emperor tier level aren't triggered on patreon, maybe because just the month started, I just put the ones that are totally confirmed).

As I said back in December, Remember to message me here on patreon or on Discord so we can talk about the rewards.

Well That's all folks!




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