I've been a busy bee the last few days, mostly working on the following:
Village area (screenshot #3)
The current village content is about 80% recycled from Twisted Fates, but I'll be soon adding new trees, buildings and NPC's. The village will be where you can get side quests, improve armor, buy some common stuff, and learn about the lore of the game world. Possibly even more. For now you can only talk with NPC's and use a save point. There's also no connecting route from the tower to the village, but I'm working on that right now.
Dialogue window (screenshot #3)
I just recently realized I haven't really done an interactive dialogue window before, so it took me a moment to decide on a layout and way to store the strings, but it works nicely so far. I'm planning on drawing a few character portraits for the important characters to use on the side of the window, but that's something for a later time.
Improved fonts (screenshot #1-3)
I've remade two sets of fonts for the game. They're slightly bigger/wider than the old ones, but bordered and gradient-ed. I like the new look. Much more polished feel. (I'm still yet to switch some of the text to use the new fonts, as you'll notice in the inventory screenshot on the side, but most of the work is done.)
Improved minimap shroud (screenshot #2)
The black shroud covering unexplored areas on the minimap were done with active objects before. Now it's done with a layer effect and pasted backdrops instead. Seems to work nicely, and reduced the number of actives in runtime by a lot.
Improved ledge detection for enemies
Instead of a gazillion markers all over the map to guide enemy movements, I decided to switch to a pair of looped detectors instead. Seems to work just as well, and reduced the overall amount of actives at runtime by a nice amount as well.
Misc new stuff
New spell, new battle move, new unique weapon, improved fog in Catacombs... and more.
So, overall, lots of tweaking and polish. Next time I'll hopefully have more brand new stuff to show.
Was hoping to do a new trailer for this update, but looks like it's delayed again. ;
|
|