Game
Immortal Sins
10 years ago

Some plans and ideas for the game.


Hello! Apologies again for the silence, I had nothing to report and I was busy working on the game. So far, most of the story is ready and I’ll adding a few things before the release. So, what’s in the works:

The stuff in the works:

Most of the stuff are story related, but they’ve been a few technical works. I have done some performance tweaks, so it should run a little faster. I’ve noticed that a few users had a few issues with the input, where the player may (or might) have trouble navigating some areas. I found the script that caused the issue, but since it checks a large array (essentially a variable which stores multiple variables), setting up a short delay on the check will cause a lot of slow down. I’ll try to improve the performance and the input there and I might introduce an option to remove the delay, if your computer is fast enough (or until I resolve the performance issue completely). At least from what I can see with my computer (which is a 2nd Generation Intel Core i3 powered laptop running at 2.2GHz). I’m also doing some re-works and revisions on the story.

The stuff in the concept design:

-Introduce a cloud sync option utilising OneDrive. This will be opt-in and it’s a seamless as the backup function, already available.

That is all for now. See you on the next post.



0 comments

Loading...

Next up

Overhauls on the way.

Jump List returns in the next update.

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.

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.

Done some improvements to the backup system. Even added an icon to let you know that it's working.

Something something... Stuff that I worked on.

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.

Wrote a tool that installs the game's dependencies. That means Northbridge will always use the latest version of the Microsoft Edge WebView2 Runtime.

Enjoy a nice dish, get a nice buff. What's not to like?