Game
Another Realm
4 years ago

A little (big?) update on what's been going on recently.


Since the last update on here where I showcased some of the 'on map' states, and their display within the status screen on the games menu, I've been going over and refining key elements of the game up to the present point. Prior to this, the focus was getting the next regions completed and the main events added in and working correctly. Afterwards, it was a case of getting the extra pieces working and fixing anything that didn't work as intended, something that took far longer than expected, partially because it then led to new mechanics being added to get things working as envisioned.

Of particular note for time consuming tasks, is the balance of the game overall. A small tweak to attack and defence stats can mean retesting from the beginning all over again to ensure progression is still smooth and doesn't turn the game into a grind. I'm pretty pleased with where the balance is currently, and I'm hopeful the playtests done over the next day or 2 won't show any remaining balance issues. One of the key problems that was faced was the starter enemies doing minimal to no damage once the characters had mid tier armour equipped and gained a few levels. Various damage formulas were tried which work with scaling damage, but ultimately they didn't quite achieve the desired effect.

To counter this, there is now a minimum damage that enemies will always do, so whilst a battle could be immensely easy, you will still take some damage at least, whilst still feeling powerful in comparison.

I've also been going over the games conversations with more detail, so grammar errors are (hopefully) less of a thing now. Spelling has been fixed across the board, and the auto colours for key text pieces are now working as intended. Some conversations have had refinement to work smoother, especially where multiple choice prompts were displayed. Some of the events have been adjusted to be somewhat more automated, eg, the initial mayor conversation now automatically moves your character for some aspects and keeps the dialogue flowing. Chest text etc has also been standardised across all maps.

Item chests etc have all been amended, with some new additions as well. Lore books have been added to each town which provide a brief history of the area, and tell you a little more about world you are in as well. Additional side quests for the starting area have been added as the game progresses as well. Other towns will be receiving side quests in the future, but I'm holding off with these until the game is more content complete to make full use of each area.

Behind the scenes, I've been working on completing functionality for the plugins the game is using. For instance, the Save Game plugin now has pictures to use for each area of the game, making it easier to remember where you were when it comes to loading a save a few days later. Further fine tuning of other plugins has also been made, with the Log Book being a key feature that is now much more useful to use throughout the game.

As a solo developer who started out with next to no knowledge of JS and minimal skill at image editing, things have taken me a lot longer to do than I'd personally have liked. Whilst further refinements will be made towards in-game tile sets in general, things are presently in a much better place. Sometimes, it's the little details that make all the difference.

That being said, if you are a photoshop wizard and want to help out with some basic sprite and tile sheet edits, please do send me a message and perhaps we can work something out!

Whilst this isn't the demo update I know a few people are waiting on, I hope this somewhat explains the current dev process and the thought process behind how I'm doing things. I do hope to push out an updated demo in the coming weeks.

As always, any comments and questions are welcomed, as well as suggestions you may have.



2 comments

Loading...

Next up

Adjust your journey into Timeland and make things a little easier or perhaps, a little harder for yourself with the 1.0.1 update for Another Realm.

Additionally, some minor fixes were also included and a Story Mode adjustment at the Scorched Tower.

A WIP of how you can escape death. With a certain accessory equipped, deaths grip will not take hold the first time you should have died. This accessory state will only apply once per battle, and is reset after the battle ends.

An update to the quest system has been made. You can now track quest objectives via the map by selecting them within the quest menu section. Further details can be seen via the patch notes on the main menu.

The #BadArtChallenge is over and we're highlighting some of our faves!

You made such incredible bad art that we couldn't just give one of you a trophy.

The artists are tagged below

This video demonstrates the snowboarding chase section some more with the mechanics of it. You can avoid the snow chaser entirely, reaching the bottom of the slopes for the main battle. Or, defeat it multiple times on the way down for an easier battle.

Congratulations to our "Show Us Your Centum Art" winner, @JotaDev !

The artists behind all of these are tagged below. Go like their original posts to show your support!

The game preview trailer is now live!

Steam are also now reviewing the game for public release.

Be sure to Wishlist on Steam if you're interested in the game! It's been quite a journey, thank you to all who got involved with the development process!

Revisited the Old Ruins spot from the beginning of the game. I wanted a way to effectively show you're entering the interior of somewhere, whilst also blocking it all off from the outside. A little refinement possibly needed, but I feel this works well.

@MewMarissa is a Jolter to Watch and and a game developer who takes pride in attention to detail and producing quality work! Follow @MewMarissa before the quest ends on April 8 and you'll get Coins!

The full game is now released and is available to purchase on Gamejolt, Itch and of course, Steam.