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.
We got our new throne for the save rooms in the works. Hope you guys enjoy sitting on your new demonic throne every time you need to save. We are making animations for the character sitting on the throne soon. Hope you guys enjoy the upcoming update.
Second update to the early WIP Menu UI. We might change the bottom right info box because the right side is starting to get a little cluttered. Hope you guys enjoy it so far. https://gamejolt.com/games/immortalchronicles/445565
For today's new art we got ourselves the low level boss door. It will end up animated with green fire in the eyes.
Alright after a crap ton of time we found a UI artist that can do pretty good. This is early Work in progress. We will release the next update when we get two menus screens done instead of waiting for all the UI to be completed. Look forward to it.
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.
Alright guys time for some art updates. Here is a couple animations for our first couple NPC. https://gamejolt.com/games/immortalchronicles/445565
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
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.
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