Updates, July 28th


English:

Alright! It's pretty much the end of the month and i want to share what i have so far.

This devlog will probably be too similar than the last but i feel like i've put good progress so far!

Here's the list of things:

- Weapon system (All done).

- 3 new weapons (still 1 done).

- Key items system (All done).

- 7 new enemies (All done).

- Side objectives (More details at the bottom).

- Gallery entries for enemies (Still only prototype enemies).

- New downed mechanics for coop (All done).

- 1 new boss (Still mostly done, still needs some work).

- New area of the facility (Still 28 rooms done).

- New inventory items (I listed i would add 3 new items for the demo in the previous post, i am currently at 5 new items cause i wanted to mess with some ideas i had, i like the results!).

- Added an effect handling system (You can increase your damage output and speed with effects from the some of the new items currently, this system should allow me for more effects in the future).

- Added an Specials and Weapons leveling system (Somehow i forgot to mention this in the last devlog? Anyways, you can now level up Specials and Weapons via challenges, i've made the first few levels simple enough, like hitting certain enemies with specials they are either weak to or hard to hit with, this system not only upgrades the thing you are leveling up but also gives you permanent boosts: Leveling up Specials will grant you with +1 stamina point per level and leveling up Weapons will grant you +1 damage per level, these may not be too noticeable right now but they sure stack when debugging with a bunch of leveled up things, also, while it probably wont be in this build, i am setting for leveling up these past level 5 granting additional effects for them).

- 8 new specials (Still no progress on these).

- Story progression (Some dialogs have been added so far, no cutscenes currently).

- The chrysallis void (This will be a series of missions you will be able to do that won't take place in the facility, there will be 3 for the demo, 1 introductory one and 2 that are challenges, i aim for these to have fun gimmicks and require some precision and skill to complete, there is currently only one testing room done for these, also, for some reason this area is pretty performance taxing for my laptop so i've had to do some optimization to the game, not sure why the shader i put into this place is so taxing and i'll probably have to remove it but at least it's working somewhat fine so far, i expect this to be be a bit of a time muncher).

Alright, now for some notes!

Firstly, for the side objective part of things, these will impact how the game progresses later on, currently in the demo it just impacts some dialogs at the end of it, but these will end up changing paths, enemies and most importantly endings, i look forward to seeing what i can make with this in the future, but right now i need to introduce more base mechanics!

Secondly, Zenith and Sierra show more of their personalities in this build, i made a bit of a vague explanation for them in the gallery for the prototype but this will actually show in game this build, wanna know why they hate each other so much? What are their true intentions with them working together after some time? What has been some of their life like before they got here? A bunch of dialogs have been added for these, unlike the prototype though, i made sure that these happen during gameplay and not only in cutscenes you can't move in.

I've also taken a bit of a shift on the game's tone, not too big though, but i wanted to add a few things that i felt would enchance the experience, not too sure how to actually explain this, but it'll make sense when it is released.

Two new characters will also be added as npcs this build, this will be a major time muncher which is why this build will probably not be ready next month but they will add their own things to the game that i hope will be of your liking.

A bit of the side character that was in the prototype will be in this build, not sure how much i'll actually add for him but you can learn his name this build, he'll be very important later on though!

Like i said before, some (or a lot actually) optimizations have been made and the game runs much better than it did for the prototype, even when there are a lot more things now, i hope for anyone that tested that build that this one will feel better in your machines, probably not the chrysallis void as it makes mine a toaster and the frames drop like flies but i hope i can optimize it enough to run at least more like the prototype did.

Now, when do i expect this build to be done? Probably not in the following 2 months unless i organize better how i make stuff for the project, but i'm not known for being too organized haha! No matter what though, i pour my heart and love on every thing i put into the project, so expect polish this build the more time i put into it! I don't want to miss the same things i did for the prototype, like, i updated that build 7 times when it was supposed to be just one release for few people to check on it.

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