Monthly Devlog: October 29th


English:

Picked up some nice pace this month!

There were a lot of changes and additions this month, so let's get them over with quickly as i've been going hard on adding more stuff even today.

First, as mentioned in the last devlog, Zenith and Sierra can now obtain hammers!


They are also the only weapon (That i've currently added) that starts with an ability from level 1, they have a different attacking animation in the air that can collide with solid surfaces (non-platform, non-elevator) that gives you a midair jump, they are also the highest base damage currently, the only downside is that it attacks and recovers rather slowly.

Second, I've been adding collisions to background elements such as benches in the same screenshot, i still need to work a bit on their drawing layers since there's some clipping even in this screenshot, but you can use them as vantage points against enemies or if you want to get to higher places now.

Third, dark areas! I had to make a system of my own since the engine's lighting system doesn't work too well in the way i want to do it (even worse in co-op) but this system i made works really well out of the box! Have a screenshot showcasing it, along with a preview for another enemy.


Fourth, cutscenes! I've added a bunch of cutscenes this month, of course i can't showcase them here for obvious reasons, but work on them for the demo have actually begun, finally!

Fifth...


That thing! I can't believe even I get jumpscared by it even though i know the rooms it can spawn on, but yeah, this is a random event that can ocurr whenever you enter a room, I call it a Chrysallis "Mist", once you enter a room which chose to spawn it, it'll give you a few moments before chasing the player at high speed, if you manage to go back through the door you came in, you can avoid it, if you don't, it'll transport you to the Chrysallis Void!

Sixth, along with the previous addition, Chrysallis Void "Battle Arenas" have been added, which the mists are the only way you can get to them, you can go to these to fight waves of Chrysallis enemies to potentially get some tokens, they are a bit WIP right now so I'll show them likely in the next devlog, but thankfully they already work as they are supposed to.

Seventh, a bunch of file updates! I need to update all rooms I've added so far because of this last thing, but hopefully it doesn't eat up all my time for next month, why am i doing this last change? Cause i changed quite a bit my workflow and it has allowed me to add this type of stuff like the mist or the special mechanics with the hammer, or the dark areas.

This is it for this month, by far the most amount of things I've added and changed in a single month for the project, hopefully i can keep this pace next month as well, though, i have to say, i don't think I'll be able to finish the demo for the end of the year sadly, i hope the wait for this demo can be well worth it in the end.

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