Game
Immortal Sins

5 years ago

A slight re-work on how the Package Manager will work.


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.



0 comments

Loading...

Next up

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.

Jump List returns in the next update.

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.

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

Peeking behind a tree!

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.

Something something... Stuff that I worked on.

Yearly GJ post. More updates in X and Itch.

This is a screen overlay that appears when spit in the face / blinded.

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.