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3 hours ago

Bestiary, inventory improvements, and more—let's see what's new...


New Stats: Well, as always, the more you advance in the development of a game, the more content, mechanics, and stats you add. This time I added the stats for: monsters killed by the character, the character deaths, and money, and who knows if there will be more in the future... wait, there will be, I haven't implemented magic yet.

HUD Improvement: As you can see in the video, I added an icon to the life bar that represents the character and their future moods, as well as a sudden shock effect when their life drops.

Expanded Inventory/Key Items: In addition to the new inventory effects, which may change later, as with everything, a list of key items was implemented, where important items for the main story of the game or important side quests will be stored.

Enemy drops: Enemies will now drop gold when defeated, and this effect is reflected in the yellow text along with the experience.

Bestiary: The bestiary was implemented as a key object, with the functionality to view the data and records of all monsters, enemies, or animals registered within the game, unlocking slots each time one is eliminated or a clue to it is found. The more enemies I add to the game, the more slots there will be. However, the design will definitely change because I planned to make the bestiary like a book.

We'll have to wait and see what new things the future holds and how much the game will change.



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