Getting close for that update. So we decided for an update cycle we would try to do it twice a week.... key word try. If we feel the content is not flesh out enough or needs more oomf to it will we delay the update. We prefer the updates people get are actually adding something new and making the project noticeable better. If we feel an update could have some more stuff to it or we got ideas on how to improve it we will give a heads up. For now the update cycle will attempt to be Mondays and Fridays.
Monday - New rooms, a new monster, and bug fixes. Maybe some quality of life fixes we can add.
Friday - this will probably be the big updates. Basically a lot of code changes that add entire new systems or the start of new systems. At the moment this mean the skill tree. At the moment we don't have custom UI for the skill tree, so it won't be the prettiest thing when it first comes out. We will try to hire artist to make it look nice.
I will post Monday with the update and it's full patch notes which some was mentioned in an early post. Hope you guys enjoy.
Next up
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.
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.
Just a little teaser of wip art for the upcoming library area. Going to have a new background made so the contrast looks better, but for now I am enjoying it. Do note will be uploading a gif within next couple days so you can see the animated objects.
Mini Dev Blog 6 - Ambience VFX/SFX and Settings Menu Update. I started to add some VFX and some ambience SFX for parts of the game. The main thing left before finishing alpha one is the settings menu for controls, graphics, and audio.
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.
For today's new art we got ourselves the low level boss door. It will end up animated with green fire in the eyes.
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.
Alright guys time for some art updates. Here is a couple animations for our first couple NPC. https://gamejolt.com/games/immortalchronicles/445565
Immortal Chronicles - Shatter Fantasy project
Character Animation Showoff 1: Loki - Your castle friendly trickster.
Animations: Teleport leaving Idle 2 Freelance Artist in charge of Loki's concept art/animation - Max Creed.
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.











1 comment