Devlog 108 - Stayin' Alive
I got Covid last week! Yay!
So that happened. But, with an excess of time, you may be wondering what I've been doing... Icons. So many icons.
So taking a step back, since it's been more than a while at this point, here's what all has been going on.
I've been working on sprites for the past few months and those are finally done. I then transitioned to working on Icons, and that has been my focus lately. With those almost done, we're one step closer to the demo release. And I really do mean we're close here.
What's left to do is pretty much finish all the system graphics to get that customized, and then we gotta take a final hard look at the combat, and get it polished and tested (from the pov of someone that isn't me). Class Design is gonna be important to get right for the first impressions of the game.
After that, we got Sound and Music implementation. Overall, this will take not too long cause there isn't MUCH to do, but there's enough to do that it's a significant step. I gotta get loops sorted out properly, and make sure everything is in place and properly credited.
There's still some misc implementations left to do I want to tackle, but these are very minute details compared to what we're trying to get done right now, so just know we are *very* close to our goal.
Here's some of the icons for the game, so you can see what all I've been up to:
This is a small sample of the volume of work I've had to do, and I'll be glad to leave these alone for a while when all is said and done.
Some other news:
I've gotten in contact with the lighting plugin developer and gotten it incorporated into the project, so the game is now extra fancy graphically. It generally looks like this in moody settings:
I tried to refrain from showing it too much until I got things worked out, cause I didn't want to disappoint people if we had to scrap the system. Hopefully you'll love this as much as I do, and once I get day/night configured for the later builds of the broader game, this system will come in clutch.
The Dungeon Boss Theme is in too, so now I have just that tiny bit more flexibility in music arrangement. Xavier is hard at work on the other songs, and I'm very interested in his final direction on some of these.
Funny enough, I don't have a death screen except for defaults, so I'll have to make one up soon. One of the many misc things left undone, which is funny for a game with a central antagonist named Death.
Anyway, that's all today, there's not much to discuss from here on until close to release day, so when you hear from me again, demo launch is probably either coming or going to be announced. Stay tuned! You all have a great week!
Get Shattered Realms: Mortal Tale
Shattered Realms: Mortal Tale
Save the world and your own soul.
Status | In development |
Author | AoDLegacy |
Genre | Role Playing |
Tags | Character Customization, Classes, Dark Fantasy, Exploration, Fantasy, JRPG, Meaningful Choices, Multiple Endings, RPG Maker, Turn-Based Combat |
Languages | English |
More posts
- Devlog 111 -The Definition of InsanityMar 13, 2024
- Devlog 110 - Stayin Alive, ReduxJun 21, 2023
- Devlog 109 - Here We Are, Once AgainJan 06, 2023
- Quick Patch for 1.0.4Nov 03, 2022
- Plans Moving ForwardOct 29, 2022
- Shattered Realms: Mortal Tale: HoC Patch NotesOct 28, 2022
- Updated Release Plan - October or Bust!Oct 20, 2022
- Tentative Demo Release PlanOct 09, 2022
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