Between the team member being sick and covid we as previously mentioned had to pause the project. In the past couple months we went from the groud up working on story, dialouge, boss fights ideas, level design and a lot more. I even been rewriting the code to improve the feel of the project.
While waiting for the other members of the project to be able to work on it again me and an artist decided to make a smaller project to give us something to do. A multiplayer coop project with inspiration from Super Meat Boy, Spelunky 2, and Bloody Trapland.
I will be making a game page on it in the coming weeks. We might not have the multiplayer in the first couple alphas, but we will start getting it ready for people to test out and enjoy. This project is a much smaller scale obliviously it ain't a full blown RPG project with dozens of characters. This makes it easier to do as a team of two. Me and the one artist. We just want to do this to keep the community alive and so forth. Also gives a chance to test out new tools coming from Unity Engine and other tools outside the engine. So in a couple weeks I will give a link to the project. The first couple devlogs might not have a playable build, but it will at least give some ideas for what we are doing.
Yo9u guys have a good day.
Next up
We got our new throne for the save rooms in the works. Hope you guys enjoy sitting on your new demonic throne every time you need to save. We are making animations for the character sitting on the throne soon. Hope you guys enjoy the upcoming update.
Mini Dev Blog 6 - Ambience VFX/SFX and Settings Menu Update. I started to add some VFX and some ambience SFX for parts of the game. The main thing left before finishing alpha one is the settings menu for controls, graphics, and audio.
We wanted some of the walls in our game to be broken and crumbled. Not all of them being the same look so we also made tiles for broken walls where we can mix and match the tiles to make an unlimited amount of designs.
Added a small box with the speakers name in it, so players can see who is speaking. Going to start showing off some smaller work in progress stuff starting now up to the first alpha. Each post will be focusing on one change for the first alpha.
Here are some more NPC art. Next week we will have the character art for the town people started. One of these animations is just for small detail when entering the library randomly. Would be boring if every character only had one type of idle animation.
For today's new art we got ourselves the low level boss door. It will end up animated with green fire in the eyes.
Second update to the early WIP Menu UI. We might change the bottom right info box because the right side is starting to get a little cluttered. Hope you guys enjoy it so far. https://gamejolt.com/games/immortalchronicles/445565
Started making a mini diagram to show each region and the connections between them. This way people will have a semi direction hint before the map system update comes out. There are more regions not shown. Note this doesn't include the fast travel system.
Got volumetric lighting working with my custom shaders. Will need to tweak some settings and working on the castle environment lighting now. Pictures are with and without the lighting enabled for the player and throne.
While working on the first full Alpha build, I decided to start adding a little bit of NPC dialogue and other stuff to start making the game feel somewhat alive during the early alpha stages.
1 comment