Game
Immortal Chronicles - Alpha
6 years ago

Alright after working on the map and so forth for the next update we have quickly come to a decision that we need a fast travel system. More in the article for this post.


Long story short the map is massive.
There are over 10 areas to explore each with different environments. The castle is less than 8% of the map.
The castle map we drew has almost 100 rooms.

The first idea we had for fast travel is that there would be portal rooms. You enter a portal room than choose another portal room to go to. Yeah, that won't work unless we make dozens of the portal rooms.

So here is our idea. You get an item early on that acts as a fast travel pendant. There will be fast travel spots you can instantly go to like portal rooms. The only difference, which is a big one, is you can use the pendant from anywhere except certain boss rooms, cut-scene areas, and so forth. You have defined travel points to go to, but you can fast travel form almost any room of the map. So think Skyrim/Oblivion fast travel. You discover an area and you can fast travel back to it.

How does this sound everyone?



1 comment

Loading...

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.

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.

#loki #immortal_chronicles

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

Here are some more NPC art. Next week we will have the character art for the town people started. One of these animations is just for small detail when entering the library randomly. Would be boring if every character only had one type of idle animation.

Mini Dev Blog 6 - Ambience VFX/SFX and Settings Menu Update. I started to add some VFX and some ambience SFX for parts of the game. The main thing left before finishing alpha one is the settings menu for controls, graphics, and audio.

Work in progress knight attack. We are aiming to get out first three monsters made so you got a variety of monster to fight in the demo.

For today's new art we got ourselves the low level boss door. It will end up animated with green fire in the eyes.

Just a little teaser of wip art for the upcoming library area. Going to have a new background made so the contrast looks better, but for now I am enjoying it. Do note will be uploading a gif within next couple days so you can see the animated objects.

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.

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.