Monday, December 21, 2020

Forest Sanctuary

 



I don't have much to post this week, and I know I didn't last time either. I've shifted focus to the dungeon maps now, making sure all the puzzles and gimmicks in each dungeon work can be kind of laborious, but designing new enemies and H scenes to go with them helps alleviate the tedium. This dungeon in the screen shot is the one from the first demo that was only there as part of the challenge mode and is mostly finished now, save for the boss here which I just started yesterday. I'd like to put it in the next demo update but I'm still deciding how to do it since I want to save some parts inbetween this area and the current areas for the finished game. So I might change the way the demo is structured so it's more like a scenario selection type of thing instead of a single slice of the game up till a certain point, but I'm not sure yet, let me know what you think.

Sunday, December 6, 2020

Seafaring

 


New things added this week: 

 -Mostly finished with the row boats used to get around the sea. You can find one just about anywhere where there is a dock, you can use guns or fishing rods while in them but not blades. 

 -The ocean wyrms that appear in the gif I also added this week but they still need some more work. 

-Made a bunch of edits to the overworld area just outside the main village. 

 I may update the demo to fix a few bugs soon before I release the newer build with more changes and content. I want to put up the newer build in mid January but it could end up taking me a little longer since I'm prioritizing finishing other parts of the game before I get to it.

Monday, November 30, 2020

Tea House

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 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.

Monday, October 26, 2020

Overworld Nearing Completion

I know it's been a while now since I did a proper update on Moon Rhapsody, but I'm nontheless making good progress. Graphically at least, the overworld map is now at around 90-95% complete, just a few more areas need some added details then I'm going to go through and make sure all the collision bounds and interactive objects work, which shouldn't take nearly as long as the designing part. It's funny to think how that I was planning on having the map done early in the year, but I ended up rescaling and redoing everything about a million times before settling on the current layout. As far as dungeons and other areas go, most probably won't be as big as the one in the most recent demo, but there will most likely be more than 12. Some parts of the overworld also function like a dungeon and just lead to a boss area.

Once I get the the overworld fully taken care of I'll try to post updates more frequently again as I'll be able to focus more on the gameplay and the more interesting stuff.

Monday, October 12, 2020

Nocturne First Stage


I spent the last couple weeks pretty much doing nothing but work on the side project I'll just call Nocturne for now. I'm going to try and get some more done on Moon Rhapsody this week so I can have an update for it next time. Anyway, here's an image of what the first stage for Nocturne looks like so far...