Hey Everyone!
I've been really busy this week, not only with christmas and family stuff, but also with preparing something good for you guys to enjoy.
So, let's go right into it!
✨ The New Stuff!
So, I have been thinking about the design of some characters. I've been thinking of making new, more criativily done characters instead of having the same character from undertale with some stars painted on the body.
And with that, we have a new Chasms Enemy, Whimoon! (Concept art and design by @RoKk0 !)
He's the Whimsun we know and love, but more space-y!
We have updated some of our Overworld sprites, too!
✨ A New Magic Mechanic
I've also been polishing and implementing on things we already have.
(⭐Check the main page to check the new Updated Screenshots!⭐)
We now officially have a [★ Spell] button, and a ✰MP System!
With the Spell button, you can do such things as:
Pacify 💤
Temporary Invencibility 💖
Double Turn 2️⃣
And also some other things you can unlock in your journey.
Using any of the Spells cost ✰MP, which you can get by getting close to bullets (Alike Deltarune), by FIGHTing, and also by ACTing.
I've also chosen to go with a more simplistic approach with the battle box, since the older one was too messy and overdetailed.
It also came with the idea of a new Character Dialogue Box, which would be the box's design only if a Major Character is talking.
✨ A Problem With The Game Engine
So, apparently, the engine that I am making and programming the game on, Clickteam Fusion Developer 2.5, has some "boundaries".
I've found out that you can't actually make very big games with it. Take for example Five Nights at Freddy's Ultimate Custom Night, the developer of that game wasn't able to make it a big game and he had to shorten the assets and resources, so it would be under the memory limit.
Actually, I think it has to do with the RAM of the system the game is made on, and in our case, that's a big problem. I'm literally making this game on a potato, so I don't have that much of RAM space. I used to, but since my pc broke, I had to get one with less memory.
So, that means we really have to change the engine the game's going to be made on. I have been learning a bit of Game Maker Studio, but it's really, really hard.
For now, the first chapter (or most of it, who knows) will be made on Clickteam, so we can get more coders on our team to help us out with Game Maker.
✨ Official DEMO Release Date!
Yes, you heard it right! I'm almost done with programming the first demo for the first chapter, and I have chosen the perfect date to release it!
And it is...
With all that said guys, we've come to the end of the devlog.
I wish you all a Merry Christmas🎄, and a Happy New Year! 🎆
or a Happy Hanukkah, whatever you celebrate!
And also, thank you so much for supporting us trough the journey.
Stay Tuned!
~bielFreddy, Leader of TSR.
13 comments