Day 3 Update
Today was a rather productive one, there were a decent few little bugs that we managed to knock out on-stream, and overall I feel things are coming together quite nicely. Thankfully so far none of the issues presented to me have been too tough to deal with and I'm pretty excited to get this piece of the game fully stabilized so I can start embellishing it with more content, and get decided on an actual art-style.
As is probably obvious, the game's art is incredibly minimal, and that was done on purpose to prevent me going down a completely separate art rabbit-hole. I figure it's absolutely better for me to stick to mechanics dev. So far I've yet to regret that decision as it's allowed me to easily remain focused on dev! Though, soon enough there will come a time for me to break out them rusty art skills and get 'em polished up, as well as polish up the look of the game! Overall I'm leaning toward a cel-shaded artstyle, with probably lower resolution textures. I haven't decided too much now, but just some thoughts I felt like sharing.
Either way, thanks for reading my ramblings, and here's the patch notes!
Changelist:
- Fixed issue with load bars displaying inaccurate progress percentages.
- Fixed issue with lingering interactable labels by swapping to a per-frame detection (similar to change made with camera obstructions)
- Introduced an additional check to see if the player is currently under attack
- ^Leveraged this check to make sure npc's will wait until you are done with combat before they will try to actually talk to you
- ^Also made sure if an NPC is struck accidentally while following you they will not attack (will have to make a counter system for this and prevent the player from abusing NPCs that just want to talk)
- Fixed issue with a task interaction showing ahead of when it was supposed to
- Removed test items from inventory (whoopsie I sometimes forget!)
- Verified npc's will not trigger player-only triggers (was just a configuration issue)
- Fixed issue with combat system not fully ignoring friendly contacts when swinging a weapon
- Increased accuracy of hit detection by making the "strike detection" window stay open for longer during attack animations
Editor stuff:
Fixed an issue with weapon creation not properly labeling the item as equippable in item data
Files
Death For Growth
A game where death is just the beginning, and success depends upon it.
Status | In development |
Author | Setolyx |
Genre | Action, Puzzle |
Tags | Action RPG, gauntlet, Singleplayer, Third Person, Unity |
More posts
- Day 41~110... 😅Aug 20, 2023
- Day 30 ~ 40 (oh how the time flies)May 07, 2023
- Day 26~29 UpdateApr 20, 2023
- Day 24~25 UpdateApr 17, 2023
- Day 23 UpdateApr 12, 2023
- Day 22 UpdateApr 11, 2023
- Day 21 UpdateApr 10, 2023
- Day 18~20 UpdateApr 09, 2023
- Day 17 UpdateApr 04, 2023
- Day 16 UpdateApr 03, 2023
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