Game
Dusttrust: The Ketchup Edition.

3 months ago

Devlog-1


So, I thought I’d share stuff about what’s happening with this project. I’ll admit I haven’t been working on it in the past few months, but I’ve been able to make up for that time over the last couple weeks, and progress is looking good. This devlog is meant to shared progress, and what I plan to do more of for the first half of the game, and the second half, yes this game will be released in two separate projects due to the size of the project.


Phase 1:

In terms of phase 1 there’s been some stuff added since the early build/first half of phase 1 video I dropped 3 weeks ago.

First off there has been another change in the button sprites, (yes I know this is literally the 3rd time I’ve done it) as well as changing the colors of the core to match the official dusttrust a bit, since I’ve taken a liking to it more. Following the consistency of taking from the official dusttrust, I swapped the soul colors, which I particularly really like as a small detail. More updates include adding the HP, so you can actually take damage, adding hitboxes, and adding items.

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Now just starting the second half of phase 1, I’ve only added a couple attacks. The second one being more significant, as it starts a trend by utilizing sans’s swords to attack you in a different way than the way he was slashing you with them in the first half of phase 1. I’ll also be have a small overworld thing before phase 1.

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Psychosis:

The papyrus battle is the most finished out of the two. As of now I still need to add items and ACTS and have the fight button unusable. I’m finishing up the final climactic attacks, and then the ending. Just like phase 1, I plan on having a very breif overworld section before this fight as I did in the outdated demo I posted months ago. Thought I’ve already shown this previously here’s a comparison of the old psychosis papyrus sprite to the new one I’m using.

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Menu:

Not much, I already showcased the menu in previous stuff, but I haven’t actually added the menu option functions yet. Though I am pretty happy with the way it looks.

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So yea this is pretty much all I have for this thing. I plan on releasing the first half sometime in the middle of this year. Then I’ll start working on the second half, which honestly should take less time, since I don’t have to do the menu stuff, phase 2 will be a bit shorter than phase 1, and phase 3 is only a survival fight, which I find easier to do than turncounter stuff. So yea thanks for reading this lil devlog for a pretty niche scratch project. This isn’t really meant to be a “take” of dusttrust, but I won’t dive too deep into what it’s supposed to be, you can read that on its page.



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