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Hello hello!

Hey, this month has been exciting! I've been doing lots of stuff this month, mostly on polishing and tweaking, some art assets too.

I've been preparing and polishing a demo for the producer since seems that the Steam page is coming soon (tm)!

I'll start with some polish on some unfinished stuff from ACT1 intro quests.

The chain breakable blocks are now dirt blocks.

I also started to look for a way to make boss arenas more clear. I tried first the fog ala Dark Souls.

Was too much, tho the idea worked, I got suggested to use runes and more thin type of barrier. so I went this way.

The barrier does appear on the inside of the arena wall. and will dissapear once the boss is defeated.

Also I've been working on more decorations for the forest area.

And (besides debugging the demo) what took most of my month's time is the background buildings for the forest ruins (those are still in the works)

Those work similar to the snow ruins in the prologue, modular tiles that mix and match.

I changed the bear size to make it more like a miniboss instead of a main boss encounter.

Doing the debugging and the polishing of the demo I did a lot of changes to the interface.

The biggest one is the controls option menu:

You can change from keyboard to controller with the menu and also see the button layout.

Other stuff in the changelog:

  • Bear fight now has barriers.
  • Sign posts added to show the main way.

  • Bug at Yasha fight where if you move during the start of the scene it would softblock fixed.
  • When dying now the game waits 4 seconds and auto opens the menu if you don't do it.
  • Clarity in the text box, now shows the button to press to continue the dialog.
  • Rolling through a cutscene trigger is now not possible. the trigger will stay with the player until the scene ends.
  • Fixed an issue I found when in a dialog if you go to the menu and reload the dialog wont deactivate.
  • Moved the savepoint after the cutscene trigger, this way the player will save after the cutscene making it not appear again.
  • In theory fixed the issue getting damaged during level transitions (I tested it but not thoroughly).

In the end, this month was very productive, tho most of the time was working with the producer to debug the demo and polish stuff for the Steam page and announcement.

Not too much on the irl side of things, still working with my brother on the house renovation.

So here is the fanart! this one is too cool for school!

Art by: @redandblack64

Characters from left to right:

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