The members of the team would like to give a huge thanks to everyone who has been supporting us while working on the alphas and reaching an actually playable game demo. Without you guys we wouldn't have as much fun making this game. Hopefully by the end of the month the game will feel like something playable and be able to give you guys three of four hours of game play.
Update on art. This week the tile artist is focusing on the throne for the save rooms, waterfalls, water vents, statues, pillars, broken castle walls for more room varieties, and a few other things.
The character/spell artist is finishing up bats, knight demon, and the zombie. After he finishes those he will make a couple spells for the player to mes with. Do note we are coding in a hot wheel for easily changing items, using potions, and changing spells in mid combat without opening a menu. This way it doesn't break from the pace of combat.
I have been blocking out the rooms that the new art will be used in preparation of the incoming art.
After the artist finish the current tasks our tile artist will work on three separate things. One is the underwater tile art, other is a interior, and exterior clock tower. He is also making the chests, breakable stuff, and a few things that will be a surprise.
Our other artist will be working on menu art. yes finally good looking menus instead of quickly thrown together menus. This is one things I been wanting the most. After they got menus down we will have them make the first couple NPCs so you guys can do quests and buy stuff from a shop.
First set of things will go live this Friday or weekend. It depends on if we need to do some polishing on some stuff.
Thank you guys for being patient on the polishing touches for the game. Soon we will have you guys actual story line for you guys to enjoy. So, have a wonderful day everyone.
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
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.
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.
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.
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 guys time for some art updates. Here is a couple animations for our first couple NPC. https://gamejolt.com/games/immortalchronicles/445565
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
We wanted some of the walls in our game to be broken and crumbled. Not all of them being the same look so we also made tiles for broken walls where we can mix and match the tiles to make an unlimited amount of designs.
Here are some more NPC art. Next week we will have the character art for the town people started. One of these animations is just for small detail when entering the library randomly. Would be boring if every character only had one type of idle animation.
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.










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