This week I pretty much just spent finalizing the look of the village area and doing work on the insides of the houses and shops. Not much else besides that. Here's a look at the Tea House, I won't say too much about this spot, but the owner is very good at brewing things besides just tea. So long as you bring the right ingredients.
Monday, November 30, 2020
Monday, November 23, 2020
Naga's Bay
I'm now just about done with the collision map for the overworld, mostly all that remains with it is just polish and design tweaking, which I'll save for when I go through and play test each area. Every location is at least explorable and you can go from one corner to the other with no real issues. However this right now is by walking and swimming, which in the actual game you would need a boat like in the screenshot to get through some areas. Plus there are some paths connected by caves and dungeons I need to start working on soon. Not really much else to say at this point. In case anyone wants to know, I'm aiming to update the version 2 demo sometime before mid January with some more content, any further updates to that version will likely be bug fixes.
I've been posting devlogs every other week for a while now, but I'm going to try doing a normal weekly schedule again now that the map is pretty much out of the way.
Sunday, November 8, 2020
Sasha in a Bind
I got many things to report from the past couple weeks:
-The
collision bounds around the world map are about half way done, which
means about half the map is fully explorable without any serious issues,
though I still need to start making the methods of transportation for
getting around the ocean.
-I redesigned the Ship Graveyard/Shipwreck Grotto dungeon heavily, many of the rooms are the same but are connected differently and there are a lot of new rooms added. However the dungeon is overall more straight forward now, I thought it relied too much on finding keys and backtracking across the map which made it feel kind of a slog to complete.
-Reworked
the music for the overworld and Ship Graveyard and added more ambient
sound effects for the different environments in the overworld.
-The H scenes now regularly play as soon as you run out of SP. I went through and made a looping version of each one done so far, so when and enemy restrains Sasha, instead of the screen fading black it just goes straight to the H scene which plays for a set amount of seconds instead of depending on the HP left. There's also a little more...audio now for the H scenes. I'm sure the changes will make some people happy.
-To add to that I made a longer H scene(above) that's going to be hidden in the Ship Graveyard via a special scenario if you get unlucky, or lucky if that's how you interpret it. I want to have multiple similar situations like this scattered throughout the game.
That's about it I guess, I'm thinking about updating the demo with the new content and other changes at some point, but I don't have a solid time window yet. I want to get some more dungeons finished before I really focus on it because putting it together and making sure it's relatively bug free could take a couple weeks whenever I decide to do it.