NokiMo
AllFenom
AllFenom

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Progress & Thoughs - 10

Hello everyone! It's been a slow month for no reason, I worked hard, but I'm not sure how much stuff I have to show!

Progress in starting cutscene.
This is taking a long time because I keep jumping to something else, but at least I'm doing progress in other stuff. I don't need the cutscene finished until I have the entire area finished.

Tutorial area mockup.
The tutorial area is not that big, it's just 7 rooms, where you have to circle around in order to get the new Power that lets you go back and enter the Boss room. I think it's important for me to finish this area, because it's a good way to practice in a small scale on how to finish areas. I have so much stuff planned and I want to do it right.

Dialogue while moving.
I was testing this but I'm not sure I like it, since Dhorgos moves way too much, maybe I could make him stay fixed in a position near you while talking?

The Parsel's undergrounds.
It's kinda hard to imagine and design how the underground areas would be if those little goblins were to only use bamboo as a construction material. But kinda fun to play with.

Darkness with blue tint. (Again)
No, I'm not crazy. I somehow lost the darkness code (don't ask me how), and when I realized the darkness was the old one. So I had to code it again, not even sure if I got the same as before.

Spirits.
Zoria can see spirits, so it makes sense to find them around the game, right? Specially near spiritual points. They don't do anything but follow you and look at you when near. (And sit if you sit!) They're so cute :D

A new background for the tutorial area.
Zoria is woken up by Chocolo, complaining that she sleeps a lot. But when you come out, It's just dawning, did Chocolo just trick us? :(

Level design.
Working in this areas is being really fun, I like to think those are some really big caves the Parsels took as home, but the lowest levels serve as pits to dump waste. So most you can find there are skulls and some snails (that feed on the remains.).

Sentinel Parsel.
We already seen the little Parsels that jump around while dancing, and will throw rocks at you. But those are the weak ones, Sentinels are the muscle, and oh boy they're muscled.
They use a big mace, maybe way too big for them.

Sprite Showcase.
They walk, run, and attack. They take a while to unstuck the mace off the ground, so they're kinda easy to fight. At least when they're alone.

More level design.
If you like platforming, you'll love this. If not, I'm sorry c:
I'm starting to love adding crawling spots all around.

Sentinel combat.
As you can see here, they're not that much of a threat. But it's ok since it's just an area Zoria is exploring for fun before sailing to the real thing. (Come to think, Zoria is just murdering there little goblins for fun?)

Unique treasure chests.
Don't worry, you'll still be able to grind treasure chests! This new mechanic for chests is for specific chests you'll only open once to get X item. (Ring/Spells/Usables/Key Items,etc)

Unique chests are easily distinguishable.
This kind of treasure chest is bigger, red and gold. So it'll be easy to tell when it's a unique one.

Level 1 to 3 Treasure chest rework. (Sprite)
I took the opportunity to also rework the basic chests' sprites to something more appealing. (I guess it's the main problem of improving stuff?)

Just for reference, this was the level 3 chest before. (I used the Mimic sprite.)

And to finish, I think I never showed the finished attack sprite.

I hope you liked it guys! It's being amazing to work on this project and hear your ideas!


Love
AllFenom.


Comments

Great work

Chris (mush dev studio)


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