Game
Immortal Sins
10 years ago

Weekly Update #29


Welcome back! Time for a small progress report.

There hasn’t been much to say, since I’m preparing the game for a massive update, but I did some under the hood changes to improve the game a little more.

Reduction of unnecessary parts:

Older versions of the demo kept the entire Runtime Package with the game’s files to ensure that it works. However, since the graphics are shaping up to their final versions, RTP files soon end up being redundant. Alongside replacing audio files with the custom ones, I’ve also removed unnecessary graphics, to save up space.

Transferring saves:

You may have noticed an entry for the Save Transfer Tool. Well, this was ready before the release and I decided to release it earlier than planned to reserve a spot. You can still transfer the saves (and the settings if you want), but you may want to hold off until a later update coming soon (it will either be Version D0.12 or the Disc 1 Update) to make sure that everything is in place to transfer.

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



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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 achievements. Because why not?

Added the option to rebuild the cache. This will clear the cache and then decompress the files from the packages.

Overhauls on the way.

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.

Added a simple audio system to the launcher.

It's a bit early, but I have something cooking. Keep an eye out.

Who did this?

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.

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.