Monthly Devlog: September 29th


English:

Woah, i felt this month went by rather quickly, likely cause i was being rather unproductive this time around...

Hate to say it, but there's not much i have to show for this month, more so because i spent most of it in coding and dialogs... 

Now that i think of it... that's pretty much why there's not much to show, i can't just show dialogs as progress here, it ruins the whole point! And of course, the only one who should be concerned about coding is me, however, I DO HAVE TO MENTION, that i absolutely blew it on the coding department, i had to rewrite how Items/Specials/Passives/Weapons/Damage were handled cause i was introducing things that didn't work well with the system i made for the prototype, suffice to say, all of that is done, so hopefully i don't have to touch those when i add stuff for next month.

That said, here's some noteworthy stuff i should mention:

- You can now get a jump from a dive if you hit your companion's head during a dive, this one thing made me revise how damage was handled, which caused a chain reaction of updates to the other systems i mentioned, this also solved issues i was getting where some of the new enemies i've been introducing weren't being able to get hit at all.

- Removed a LOT of materials from the game, actually, not removed, but changed how they are handled, as i was making new materials for every single thing, this led to a bunch of performance drops, this is most noticeable on the weapons shown at the end of the prototype compared to this build.

- You can now perform a "pounce" if you do the "dive" input on the floor.

- Dialog system is now more customizeable, which will be helpful when adding new dialogs.

- Both characters now play the "Hard landing" animation when landing at any height, in the prototype this animation only played when hitting the floor after a dive, it won't restrict actions if you aren't diving so it's just an aesthetic addition.

- Finished adding dagger weapon, working on a hammer weapon for next.

- All particles have been changed to cpu particles, this due to the requirement of gpu particles to use materials in an efford to reduce the amount of materials (which have worked on making the game perform better on my potato).

- Made a bunch of assets for the new place.

-Added NPCs (Currently experimenting with them, I like the results).

- Fixed a lot of common bugs that might have been present on the prototype build, i think every bug that was present there is now fixed.

I likely forgot to mention more stuff but i want to wrap this devlog here, so here, have a screenshot of Sierra and Zenith holding the dagger weapon (definitely not a knife) on an unfinished room (also i'm likely gonna add a map display on the minimap instead of disabling it in this place, it'll probably eat a good chunk of time but i'm willing to go for it so yeah... Thanks for reading!).

Get World of Sylris ZS

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.