Dev Log 105 - Here We Are


Alive, engrossed in making progress, but alive.

So here's what I have for you all:

More fun animations and sprites are afoot, some of which I won't spoil. I've continued gradually expanding the customization of the game's visual style and I'm very happy with it, even as I eye new possibilities.

You can see the range of visual environments and tiles I've been working with are expanding, and even some NPCs are starting to inhabit the world. Obviously there is work to be done with more custom chests, but there is gradually more and more development of the world itself now.

One of the consequences of the move to MZ was the breaking of the Action Cutins which were immensely satisfying and added some depth to the game's impact. I've managed to make my own version of that system, which will continue to undergo testing, but I'm satisfied with it for now for demo release.

Another focus has been refining the theme of the dungeon to reflect my concept of 'a dungeon that is alive and trying to toy with you'. I've been adding more tricks, traps, and hidden nooks and crannies filled with pesty enemies and the faint hint of valuables.

I'm playtesting the game as I fix things, and I'm pleased to report that I'm nearing the end of the planned demo storyline. I need to fine tune things through this last portion, and then I plan on giving the demo out early to those interested in playtesting it. Needless to say, I will be doing my part to thoroughly examine this project for issues so that the mistakes of the past do not repeat themselves, but if anything slips through the cracks I vow to ensure they are small issues.

I hope to have more news on this front in the coming weeks, so stay tuned!

I apologize for the long delay but I wanted to have something rather than nothing to report.

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