Next up
Just made leveling up more customizable.
Sorry for being gone by the way, I took a break from making the game because of a lack of motivation and the holiday season. I'm now more motivated so I'll try to speed development up a bit more.
Also, I just learned how to order NPCs! This will make things much more easier to make objects you can both get in front of and behind.
Sorry, I haven't been able to work on the game this weekend. Here's a redone sprite of the carrot. I wish I could show you more. I hope to show plenty soon, as I did work on some content tonight. (I fixed a problem with the inventory.)
r i p
(Don't worry)
Progress is slowing down, but I'm still working on it. Here's a small area completed.
Now begins probably the longest, and most important, task I am probably going to do yet: creating every item in the game. This will probably take a bit, since I have to copy and paste the scripts, objects, etc. over seven maps. (Edit: it's five maps)
Made an enemy for the Catacombs: Handy Rat. (I bet you that pun is the worst.) Also, when I begin developing the story-heavy parts, I might make devlog posts less frequent unless I find a way to post about it in a very vague way.
Worked on battle system, no longer requires the mouse to navigate.
Creating the special moves in battle. I don't really have much to say other than that.
Don't ask, and this is relevant to the development of the plot and game.
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