Game
Immortal Sins
10 years ago

Weekly Update #9


Hello once again. Time for another update.

Graphical Upgrades Part 2:

Remeber from my last post when I said graphical updates? Yeah. Here’s part 2.

5d0c0f8a1426c.png
5d0c0f8cd6c8e.png

I’ve changed the tilesets to use Celiana’s set. It’s still rough, but the final version will be better polished.

Game Update:

The demo will receive a new update soon once I finish up a few things. It will come with an updated launcher and a new feedback tool. I will upload the changelog once I upload the update.

That’s all for now. See ya next time.



0 comments

Loading...

Next up

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.

Waz zis? An overhauled map? Yes. Coming soon.

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.

A small teaser for the next update.

Jump List returns in the next update.

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

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.

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

Something something... Stuff that I worked on.

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.