Next up
This happens if I put every 15 different enemies to the same room. At least no one of them is skipping through walls like they used to... There won't be more than 3-4 enemies max per room in the final version, though, this is pure testing.
Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.
I implemented simple dialogue boxes. Since the resolution is so small (160x144), the dialogue will be short & compact. And yes, it will be skippable.
(I know, not much a progress, but I'm pretty busy writing my master's thesis right now)
And back to development hell/heaven! Next thing to add: items to the shop, obviously.
(EDIT: and maybe edit those chains, they look a little silly)
Version 1.0.0 released
This is the main (stable) release.
I'm just posting this to show that, yes, I'm making some progress (not much, but little). I have mostly fixed some bugs and other things that aren't "giffable". I might be able to finish this thing before the next year.
Slow progress is better than no progress, eh?
I added two new enemies (fish & hat), chests and life containers. And pause screen. Plus a lot of bug fixes you cannot see in the gif.
Note that this is still the test area.
I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
E P I C You might think that since I have final boss done, the game is always finished? Well, yes and no, I still haven't started doing the actual game maps, I have only test areas...
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