First off thank you to anyone that checked out the pre-alphas and are checking out the alphas builds. From here on out I will start adding more game content focus stuff.
Second important thing, I went ahead and uploaded what I currently have as an Alpha One release. As a first alpha there are bad menus, lack of explanation on features, bugs, and prototype assets for art.
Why am I going ahead and pushing it then with known issues? I don't want to end up with scope creep and take forever for people to start seeing stuff. From here on out each alpha will be smaller and focusing on one specific thing with bug fixes and QOL stuff as extended-release goals.
Alpha Two is already started. Alpha two will focus on the logic of inventory menus, so people can see the items they are picking up. Note inventory logic and item pick up already work in Alpha One, but you can't see the inventory UI yet. Alpha Two will add the inventory menu and start adding more items, enemies will have item drops that make sense, and I will add a couple breakable world objects that can spawn random things to pick up.
There will be a dedicated post for Alpha One release notes and what is in it. Also be a dedicated post for what will be in Alpha Two and what extended goals I will try to get in Alpha Two as well.
Thank you again for anyone who read this all. It means a lot.
Next up
While working on the first full Alpha build, I decided to start adding a little bit of NPC dialogue and other stuff to start making the game feel somewhat alive during the early alpha stages.
Added a small box with the speakers name in it, so players can see who is speaking. Going to start showing off some smaller work in progress stuff starting now up to the first alpha. Each post will be focusing on one change for the first alpha.
Got some of our favorite grim reaper's animations in with the first set of conversations with him. Will be in the next game build. Video showing off his little idle animation.
#immortal_chronicles #metroidvania #devlog #pixelart #animation
Wanted to share some of the rooms I am working on for the first Alpha and show I have the start of a cutscene tool I made for allowing customizable mini events and cutscenes to be quickly created. #immortal_chronicles #metroidvania #devlog #pixelart
Started making a mini diagram to show each region and the connections between them. This way people will have a semi direction hint before the map system update comes out. There are more regions not shown. Note this doesn't include the fast travel system.
Immortal Chronicles - Shatter Fantasy project
Character Animation Showoff 1: Loki - Your castle friendly trickster.
Animations: Teleport leaving Idle 2 Freelance Artist in charge of Loki's concept art/animation - Max Creed.
Got volumetric lighting working with my custom shaders. Will need to tweak some settings and working on the castle environment lighting now. Pictures are with and without the lighting enabled for the player and throne.
Working on some level design prototyping for some of the underground areas. Wanted to just share some things I am testing. Mainly having waterfalls as a background element for the caverns.
Mini Dev Blog 6 - Ambience VFX/SFX and Settings Menu Update. I started to add some VFX and some ambience SFX for parts of the game. The main thing left before finishing alpha one is the settings menu for controls, graphics, and audio.
Started on the interior for the tavern. The tavern will be where you get quests and can gather information from NPC you made friends of. The tavern NPCs are just stock placeholder art for now and will be replaced later with more custom art.
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