Hello!!! I hope everyone had a good summer and that autumn’s been treating y’all right so far. Sorry for not announcing that there wasn’t gonna be a summer update post here.. It didn’t really cross my mind until now
Before starting with game development updates I have something very special to announce and unfortunately for you, it’s not preview 2 but it’s still cool…
20th of October 2024, The first track of the Act 0 soundtrack will be released in its entirety.
Really excited to put this one out there, after getting familiar with all things music for almost a year and for almost every single day I think I’m finally ready to make music for the game. I whipped this up recently and in the middle of the night so some changes might be made to it in the final game… I’m still really proud of it though and I hope that you all can enjoy it (and take it as compensation from me for purposefully missing an update post).
Now that that’s out of the way, let’s actually start with the update post.
First order of business, some things from last update post have already changed but desaturated Kris from Deltarune is still here, I’ll talk about that later.
Let’s see what the battle GUI has been up to as of late:
As you can see for one, the aspect ratio has changed and the overall interface looks less… stylish. This isn’t the final version of the battle system though, I made some graphics for the menus (Attack, Ability, Item) but they haven’t been implemented yet and the bottom part of the screen won’t be a big black brick for long, I haven’t really figured that one out though…
There were also a few improvements made on the battle system itself, like the amount of damage an enemy can deal, defense, the amount of damage YOU deal and such, it most likely won’t be “final” until playtesting though.
Another thing you could probably tell from that image is abilities! The gimmick hasn’t been fully implemented yet but a significant amount of progress was made. I decided to stop so I can work on something else though and that’s…
A dialogue system of my own!! Ever since my other project went to shit because of a plugin that made the entire game unplayable I decided that I should be able to make, read, control, and debug every system in the game so I’m trying my best to make pretty much everything now.
Here you can see an NPC that glows to indicate that it’s interactable, a dialogue box sprite that for once is final, a talking portrait and me skipping dialogue (believe it or not that was the hardest part to make in this system). The glowing outline probably won’t be a thing in the final game by default but will probably be implemented as an accessibility feature whenever that starts being worked on
There’s also a dialogue system implemented into the battle scene, took me a while to figure out how to make it spit out random selected lines but it works now.
And uh, these lines are placeholders… if that wasn’t obvious…
Lastly, I’ve been working on respriting and reanimating Sean, a little while ago I started working on his respite and finished up the walking animations in all directions. Recently I made running animations but unfortunately they had to be scrapped because they were going to conflict with a lot of stuff in the game, I’ll show them off one day.
I already mapped out all the animations I need to make for Sean but I’m a little stumped because I’ve been wanting to make his hair animate real good and smooooth, so you probably won’t see the finished sprites for a good while until I feel happy about that specific aspect.
To close it off, a small announcement:
I recently started developing a game with some of my friends, it’s short (for real this time) and is mostly made for funnies and is not being taken as seriously as I am taking Act 0, I do think it’ll come out before it though, so stay tuned for that!!
A familiar face is in this one.
Thank you for reading!! Remember that announcement I made at the start of the post!! I’ll see you next Winter!! :3c
i sure hope finals dont beat my ass