New Weekly Build: v0.147!

 Hey everyone!

This week's build is pretty lightweight, and it's uploading now. We just have some small graphical updates, tweaks and bug-fixes, all of which you can learn more about in the notes below. We've finally had a couple of weeks without any substantial bugs, which is a great sign. We're all polished and ready to get on with the fun parts.

What I'm working on now is adding a bunch of new title and animation improvements & diversity so more interiors and "clutter" feel unique instead of recycled, but I think it'll look good when it's done. Most of that will be seen next week.

After that, here's my sort of upcoming plan for the next couple of weeks/months:

1. Refine and flesh out the cove systems: morale, sustainability & health
2. Add new scene art & potentially replace old art that doesn't really fit in anymore
3. Experiment with ways to display NSFW scenes. Some games just have dialogue at the bottom while alternating pictures or whatever are taking up the majority of the screen real-estate, but that doesn't really work with long-form narration. We'll play around and see what looks good and is easily readable without squishing down the text box too much.
4. Adjust combat balance
5. ???
6. Launch 1.0 in stores???

Anyway, I'll see you all same time next week with a fresh new build.

Best,
Nym
 

Version 0.147 - 10-2-2020 

  • Updated some old tiles and visual effects (WIP)
  • Changed some language to reflect the possibility that Mercy arrived by Qel rather than ship at a few places in the game
  • Added Gongo to the cove post-siege
  • Updated Moon Lee’s masked sprite & portraits
  • Updated Gorps’ smithing sprite & sword-attack sprite
  • Fixed some passability issues
  • Fixed some text cutoffs
  • Fixed an issue where the wrong battle fanfare music would play after the first cove siege
  • Fixed an issue where the Mar’Liore guard could get stuck on Orus’s sprite & disappear instead of crossing the bridge
  • Fixed an issue where a Carvannah guard could get stuck on an NPC and disappear instead of leave the area
  • Fixed a semi-translucent overlay issue in the post-siege cove
  • Fixed a few glitched visual effects
  • Fixed an old bug where encountering the moon spirit while the timer reaches 0 would end the fight prematurely

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