Game
Soul Tender
10 years ago

Soul Tender - Progress Being Made


About a month and a half and ago I released the first early demo build of a small game I have been working on in my spare time, call “Soul Tender”.
Progress has been slow, however as I have found myself lately with a bit more free time on my hands, I thought I would share some of the work I have beenputting into the game.

Firstly, a number of small bugs, and a couple of large game-breaking ones, have been fixed. The code handling gamepad support and the code updating the player physics have also been slightly improved, and while I haven’t properly profiled the effects of the code optimizations properly, the improvements are noticable, particularly on older systems.

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Next, the first dungeon has been expanded, adding new puzzles, enemies, and changes (many of which aren’t permenent) to some of the background art and paritcles. In particular, there is a certain puzzle mechanic involving a sort of cabling system that I used in a previous Ludum Dare entry I made, and I am interested in reusing and expanding the idea here.

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For now, the main remaining items to be implemented for this first section of the game is further visual improvements, and a boss fight to finish it out on.

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Finally I have implemented a mock up main menu, options menu and credits screen, allowing you to change screen size, and mute game sounds and music. In game fonts have also been changed for a better ‘look and feel’ (credit to miss Jupiter Hadley for use of her Parvas font.) I have, however, had problems lately with scaling the screen size, and it is possible that the native size the game runs at (currently 854x480) may be reduced in the future.

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That’s all for the moment. I do hope to have an updated version of demo released soon, but for now, I would encourage anyone who hasn’t tried the game, to give the currently released demo (bugs and all) a shot. Thanks for reading.

Troy



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