We will be doing the first story content release between June 27th and July 4th.
Reason we are waiting this long is because a major bug was discovered, not on our game's code side, but the game engine we are using. For a few weeks now development slowed down do to what we believed could be a memory leak causing a few issues other than just increase memory usage. The devs of the engine confirmed the bug and have a fix slated to be released in two weeks. This gives us a bit of time to make sure the bug is fixed, and no new bugs are introduced.
The game engine had a bug causing OnCollision2D callbacks to not be cleared and released properly in some cases. This is causing a memory leak in some cases while also possibly causing an issue with ghost collisions and interaction based on collision. We had to make work arounds that added a lot to dev time to make sure all characters stop clipping through slopes and properly read the walls to their sides correctly.
Also, if you ever noticed the camera sometimes breaks whenever you enter a room after dying and respawning, here is one of the two bugs that caused it. Yes, there were two bugs causing the same issue on the game engines side.
When disabling a game object such as the player and respawning him, his collider would create a ghost collision and act like it was entering the room you died in trying to force the camera into the wrong room boundary.
I will do a detailed post later with the full Alpha One release notes. Before the Alpha One gets here I will probably have a couple smaller builds for a temporary starting menu with new game, load game, and some other options for settings/keybindings.
Next up
Working on some level design prototyping for some of the underground areas. Wanted to just share some things I am testing. Mainly having waterfalls as a background element for the caverns.
Got some of our favorite grim reaper's animations in with the first set of conversations with him. Will be in the next game build. Video showing off his little idle animation.
#immortal_chronicles #metroidvania #devlog #pixelart #animation
Immortal Chronicles - Shatter Fantasy project
Character Animation Showoff 1: Loki - Your castle friendly trickster.
Animations: Teleport leaving Idle 2 Freelance Artist in charge of Loki's concept art/animation - Max Creed.
Started on the interior for the tavern. The tavern will be where you get quests and can gather information from NPC you made friends of. The tavern NPCs are just stock placeholder art for now and will be replaced later with more custom art.
Got volumetric lighting working with my custom shaders. Will need to tweak some settings and working on the castle environment lighting now. Pictures are with and without the lighting enabled for the player and throne.
Added a small box with the speakers name in it, so players can see who is speaking. Going to start showing off some smaller work in progress stuff starting now up to the first alpha. Each post will be focusing on one change for the first alpha.
Wanted to share some of the rooms I am working on for the first Alpha and show I have the start of a cutscene tool I made for allowing customizable mini events and cutscenes to be quickly created. #immortal_chronicles #metroidvania #devlog #pixelart
Started making a mini diagram to show each region and the connections between them. This way people will have a semi direction hint before the map system update comes out. There are more regions not shown. Note this doesn't include the fast travel system.
While working on the first full Alpha build, I decided to start adding a little bit of NPC dialogue and other stuff to start making the game feel somewhat alive during the early alpha stages.
The start of the character stat system is ready for the next build. Enemies should actually take a variety of damage starting next build. Nice little screen shot showing on the right side a nice little editor to see stat changing effects and the sources.
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