Thank you anyone that help test the first public build for game mechanics.
Thanks to people testing it out we managed to find a couple things related to Windows 11 input interaction for keyboards and controllers.
Multiple people reported a slight delay on jumping with keyboard. So far, all reports are from Windows 11 Pro operating systems, so we will look at that and see what we can do. Windows 10 users so far haven't made any reports yet.
We also have some collision issues already reported, and they will be a fix in the next build hopefully this week. Possibly today I might just upload a build for testing improved physics out including the early slope implementations. Please note slope is still work in progress.
Next game mechanic build will be aiming at physics improvements, more settings for graphics, and small audio settings section for muting audio.
I will probably split these into two builds to go ahead and get the physics improvements in the build for people.
Thank you to all the testers for the character controller and dialogue popup build. Every game mechanic build I will try to add some slight content so, by the time we finish them we will be close to a full alpha one.
Next up
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
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.
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
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.
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.
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.
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.
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.
Ocean Generator - Unity 6 Render Graph API, Compute Shaders, and Job System.
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