Game
Immortal Sins
9 years ago

Bi-Weekly Update #41


The first bi-weekly update of 2017. I’ll cover some under (and over) the hood changes on the game.
UI Improvements:
I went on the battle system’s UI and polished it a bit. The stamina bar was replaced with a gem, so it takes up less space, while still being useful. In addition, the UI uses the Noto Sans font in some areas for easier readability. Here’s a preview, in case you missed it:

5d0b5150c96b3.png

I’ve also fixed a bug on the equipment menu, where the actor’s stats weren’t showing.
That’s pretty much it. I wasn’t able to do much (aside from bug fixes and adding new skills). And the exams are also coming, so things will slow down here for a while.
That is all for now. See you on the next post.



0 comments

Loading...

Next up

Implementing Armor Corrosion. This put quite a dent in the target's armor for a short time.

Done some improvements to the backup system. Even added an icon to let you know that it's working.

Jump List returns in the next update.

Overhauls on the way.

It's pretty early, but here's a look at a mob manager, handling the enemies in the game. The code streamlines the programming of the enemies. Hopefully, I can expand it to more useful ways.

A small teaser for the next update.

While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.

Time for a bit of shenanigans: RPG Maker MV running on top of Tauri! This more future proofed framework means better performace and smaller file sizes. It does require some re-work in the engine, but it could lead to true cross-platform games.

Something something... Stuff that I worked on.

It's still pretty early work, but I am working on making the UI more dynamic and sleek. Including faces changing depending on their HP.