Those who played the current version of the game are familiar with Critical Point. This state is active when a character’s health reaches below 15%. Alongside a tweak in when it activates (it now activates at below 20%), it is now in a functioning state. The mechanic will make a return in an upcoming build, alongside bug fixes and improvements to the prologue.
Next up
A small teaser for the next tech test.
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.
An updated title screen.
Jump List returns in the next update.
A bit of an old but goodie coming back: Quick Load! In an upcoming update, you can jump back to where you left off with a push of a button.
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.
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.
Added the option to rebuild the cache. This will clear the cache and then decompress the files from the packages.
Done some improvements to the backup system. Even added an icon to let you know that it's working.
Waz zis? An overhauled map? Yes. Coming soon.











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