Last time, there was a small part about an Enemy Spawner rework that occurred during development. But did you know that there were a few more iterations of the system? At the time of writing, the enemy spawner got it’s (hopefully) final iteration (though bugs are still possible), so I would like to go back and explain what happened to this system. I hope this could shed some light on the changes that can occur during game development. Please note that the gifs used don’t reflect the final game, they are old gifs I had of the game.
Continue reading “Iterations of the enemy spawners”
Long time no see!
First of all, I am terribly sorry for not having posted anything formal on the website. I had a two month period where I had a lot of real-life work to do, and the rest of the time during this silence was doing a lot of backend, such as bug fixing, and optimization here and there. Most importantly, I’ve also completed during that time both an attack choreography editor (battle animations) and a cut-scene editor, to speed up their creation. After all, who would want to edit large JSON files with lots of empty lines to just create a single cut-scene? Not me, that’s for sure.
Continue reading “Intermission reworks, start of content development!”
Today’s update is not going to be major. I have been hard at work on making the first chapter of the game, but it is nowhere near close to being done. So, today I’m going to just showcase what exactly I have done this past week. This week, I was mostly making the level design of the first chapter, but I did significant updates to the tile sets of both areas used inside of chapter 1.
First of all, we updated the background for the city levels. The lava has been simplified, and the city in the background has much more red than before, making the city reflect more it’s status as a capital city of the Underworld. It’s a lively place to be in. In contrast to the background, the ground and walls are blue and cold, as it’s just outside of the city. It’s still part of the city, but it’s merely the suburbs.
Posters of Demeter are all over the walls, as well as Wanted Posters for Persephone. There are different posters in the city too!
Here’s a showcase of a new entity in the game! A breakable rock! Yvonne can break these rocks using her Ribbon Axe.
During the later parts of the Chapter 1, you’ll be venturing farther outside from the city. It’s what most people think of when they think of the Underworld! The uninteresting areas of the Underworld look like this. It’s kind of like the countryside, but a lot more sour. By the way, those spikes will deal great damage to the current leader. Luckily, you cannot be KO’ed on the field!
I haven’t shown it here, but the majority of the Underworld’s “countryside” has lava, and I did update the design of the lava.
And that’s all for this week! I’ll be working hard to make as much progress on Chapter 1 as possible. It’s going to be the main area I use to create the announcement trailer.