Game
Immortal Sins
9 years ago

Version D0.20 Preview 2 released!


The second preview of Version D0.20 is now available.
Changelog:

  • Rewrites on the engine to improve the overall quality.

  • Edited one map.

  • Graphical improvements.

  • Support for OpenGL. This is used to improve performance (can be turned off if you can’t play it with OpenGL support on).

  • HP bars change color on the pause menu depending on the remaining HP.

  • Removed XInput support. I couldn’t get it to work at all after I reinstalled Windows on the laptop and it didn’t work on an older Windows 7 laptop. I may re-instate the support later on, but for now it’s removed. You can still use your gamepad, but it uses DirectInput, so some XInput controllers may have issues (such as the triggers not mapped).

  • Various bug fixes.



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While I'm preparing August's Monthly Sync, I'm preparing a Trello board for the game. You can see what I'm working on here. https://trello.com/b/CjFyzH50/immortal-sins-game-development Pardon my dust, while I'm getting this up and running.

Implementing Armor Corrosion. This put quite a dent in the target's armor for a short time.

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

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.

Overhauls on the way.

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

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.

It's still pretty early work, but I am working on making the UI more dynamic and sleek. Including faces changing depending on their HP.

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.