
I thought about improving the following mechanics by trying out navigation meshes. Let's just say it's not going to be straight forward.
Next up
I've been considering a smaller project to start with like this one here. To potentially help with funding (grants / publishers) for the main game. What do you think?
I polished up the demo here: https://maytch.itch.io/killer-maid-service-prototype
Here's a sneak peak of another music track for Memora Wanderer, composed by my dad!
Memora Wanderer Title Screen Progress!
I'm creating a cute nostalgic quest-driven RPG - where the importance lies in choosing your class progression, stats, skills, and appearance! Wishlist on Steam: https://store.steampowered.com/app/2937690/Memora_Wanderer/
Hyperslice releases on January 16 (yes in just 2 days!) on Steam and Itch 🎉 ⚡ Hyperslice is a fast paced arena roguelite where your only weapon is your dash!
Wishlists appreciated 🥰 (Demo available on Steam and here) https://s.team/a/2977820
Making good progress on the dialogue overhaul. Proper quest text, objectives, dialogue options, rewards, all in one box! Actual trackable quest objectives too.
I was worried about how other maps would be handled in co-op, but then I realized each player could be the map-specific host if they're the first/only one there. So many bugs to fix now though!
Here's the last two attacks for Augusto! First we have a spinning charge, then a foot claw swipe if you get too close.
Here's a tour of the boat! I'm going to need a bigger dock... and figure out how to not have water clip through it.












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