https://www.youtube.com/watch?v=08Lh2_Tl8js
I added a level up system. Every time you level up your Max HP and SP will increase, Make the game harder, and soon unlocks skills to uses and battle
Made some texture changes
Once I finished the sound effects and music, I will release another version.
Next up
I've implemented the basic gameplay loop. It seems to work like a charm. Now all that's left is to implement one more thing, and game would finally reach the alpha stages. If you've been following the series and my work, you can guess what that is.
Made the thumbnail for my game through the use of blender. Not gonna lie, this has to be the best piece of art I've ever made in my life. Feel free to screenshot.
Beta 0.1.3 - Changelog
Added a sub-menu to the pause menu that displays the controls. Replaced musket inaccuracy, and implemented exhaustion.
Check out the full devlog for more info: https://lorenarc.itch.io/tld-lorenzo/devlog/696796/beta-013-chan…
Implemented a new Enemy and Sub-Weapon. Adding a little more mechanical variety to my game.
For the past 69 days, I've been working on a new game. This is what I've got done in that amount of time. I'm planning for it to be a small wave-based fighter, where you have to survive against multiple waves of enemies. #tld_skirmish #prealpha
After 7 months and 26 days, I finally finished a game for the first time.
Game Progress Update
Check out this sick clip I just hit. (And the new enemy, but who cares.)
Okay so I have been on that grind these past few days. I just revamped the title screen, and main menu. I think I'm finally out of mid development hell since things have been speeding up a lot lately. The game should be released by the end of next month.
I finished the 2nd stage for my game. I intend for the game to randomly select one upon starting a new run.
How I usually make these is by using Aseprite for the sprite work, and GIMP to put everything together. An interesting way to do things right?
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