Hello! Welcome to the May Update of Lost to Time. We are approaching the middle of the year, so getting closer! Here is how the game has progressed in the past month:
New Level - Final:
This is the last place you will visit in the game. It has all the final bosses, and is definitely the most difficult. This level’s first pass is currently -almost- complete. All level assets / colliders / obstacles are in place. All that's left is implementing the main enemy of this level, as well as a few other polish items.
Since this is the final level in the game, this means I can start second passes on all levels, starting with the Transient Chapel! (The Demo Area). This means that a new demo will also be released along with the game, having revamped animations / graphics & gameplay!Second to Final Level - Done!
Last Month, I posted about the second to final level. The main enemy of this area is now fully integrated, wrapping up the level!Dialogue System Improvements
Being an RPG, a workable dialogue system engine is very necessary. Since I'm planning to add much more NPCs / Dialogue, I decided to rework the (very old) system. This will help to make higher quality dialogue more quickly.Chat Heads
Chat heads have been added to make the characters more personable! Also, when you pick up an item, it displays the item as the chat head. See pictures!Dialogue Scripting
Inspired by yarn weaver (a tool developed by the creators of Night in the Woods), I've implemented a simple scripting language that can parse .txt files and turn it into usable dialogue. I've attached a screenshot for an example of what it looks like. This allows for things like easier localization, and more efficient storywriting.
That's it, then. I'm excited to go into the final stretch of the game in the latter part of the coming month: revamping of all levels.
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