In the current release, the user would only know that the game is decompressing (or updating) assets when the launcher started up as normal. If they decided to start the game immediately, they wouldn't see it. With this change, the decompression and the update process can be seen at any time.
Next up
Added the option to rebuild the cache. This will clear the cache and then decompress the files from the packages.
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.
Done some improvements to the backup system. Even added an icon to let you know that it's working.
I've decided that I'll be posting some stuff from the game to showcase the features implemented so far - first is the DIFFICULTY SELECTION, the very first thing that greets you in the game! HYSTERIYA and HARDCORE mode are locked behind beating Episode 1!
Waz zis? An overhauled map? Yes. Coming soon.
Fullversion is out.
Now you can be in debt and die in a fantasy dungeon for countless times at the cost of more debt!
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.
Added a simple audio system to the launcher.
Ninesoulssea - the Rpg Maker Asset Pack @ninesoulssea
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.
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