You must be registered to see the links
View attachment 3352387
Let's talk about 0.8 ...
Hello everyone,
Sorry for the absent of update posts. I felt like we needed to be at the end of the current update before we speak.
I know a lot of you are rightfully disappointed with the lack of communication and I have only myself to blame. I feel really strongly about holding up expectations and when I start feeling like it’s not enough I just curl inside and distance myself to just concentrate on work.
There were a lot of things holding us back in this update – more complex gameplay, a big list of bugs and issues in the new code and constantly working around engine limitations.
During the last year while the game was mostly on hold a lot of things happened.
I myself had to do frequent side jobs and we both have our regular work. That took the most time from the game. I was also sick a lot this year, but now it’s all better. There is no secret or unique thing about it .. I just paused the moths I felt like the work done was not enough to justify it – so that was most of the time I was sick. The rest we worked as much as we could in between. We were also experimenting with updating our engine version but just lost a few weeks for nothing in the end.
A year ago I had been without a job and could concentrate on the game much much more then I can now. That could also make it look like I was not as invested anymore. I hope I can show you that’s not the case with the following posts.
View attachment 3352393
So what's new in this update?
The forest area has been reworked.
How?
We've fully reworked the forest area of the Big Beyond into something closer to the desert map. Made the tiles smaller, squared and more intuitive. All the old events and enemies are still the same there, it was mostly remade for newer players and to of course add more content down the line. Also, the navigation there was very confusing at times, we know.
This is how we plan on doing future map areas. We've also had ideas to make smaller areas that are more interactive. Like the map below.
It's a little cove area that could be a part of a future dungeon. It'll allow us to make it more interactive and introduce different ways for the player to complete the event.
Not only that, but now that we have the tile generation at a decent level we can start using it to make special
dungeon events. Those will be unforgiving, hardcore places where the player is not allowed to save with all sorts of bonus scenes and events there.
Talking about navigation – we have also implemented some quick ways to go around the starting areas in a very small update way back and now made it even better.
There are 3 more posts which I'll post later, but tl;dr the development of the 0.08 update is almost finished.