0.3.2
Left In The Dark » Devlog
Rather big update this time. May have to update another one if something breaks completely.
Added & fixed:
- Added access to every remaining rooms planned for the Golden Fortress. Most of them are WIPs and some of them are completely empty. All should be accessible now though, allowing for a complete run through the GF from first to last room. While there's still a lot of level design left to do, this is non-negligible progress.
- Added multiple basis for boss fights: The Overseer, The Third Challenger & the Corrupted Core boss fight are now in place and finish-able but they lack the majority of their kits and AI as well as many sound effects and visual effects. All of them can be killed and their arena exited.
- Added the very basis for the Suncatcher boss fight. Nothing is playable from it yet but the boss can already be found partially sealed into a wall, in the last room of the GF. Right now it is stuck in it's idle/breathing state and it's health bar is visible but she cannot be engaged in combat. Exceptionally her arena can be exited right away.
- Added a mandatory boss near the end of the GF that is a modified version of the Mural secondary bosses. It needs a lot of work still but you can kill it and progress.
- Tied the end of the Golden Fortress and the Sanctuary together, allowing to run from the Lower Sections to the Sanctuary through the Fortress in one go with almost rooms from the main path missing.
- Added an Angel Door to the Fortress. It requires angel tears to open.
- Added the special maps tied to the Angel Doors.
- Added a bunch of NPC encounters and dialogues.
- Added the possibility for the Overseer boss to be dead upon the Player's arrival to it's arena if you saved the Gladiator Demon previously.
- Added a new, rare medium cache type that drops Godflesh and DemonSlayer bolts crates.
- Fixed a crash in the double Angels boss fight.
- Fixed collisions bugs on Zurgs enemies and modified their stats a bunch as they are present a lot in some of the new rooms.
- Added a new neutral creature that flies around chasing the player but is harmless.
- Fixed some stuff on other neutrals like the Olilis NPCs and several merchants.
- Modified some loot drop percentages for big and medium caches.
- Added a lot of caches and loot to the new levels. (They are still missing a lot, like resources blocks and such.)
- Added some story elements like notes and special environmental elements.
Background work & future updates:
- Started to work on the final boss and the end of this character's story. Will not be accessible until 1.0.
- Worked a lot on bosses, including inaccessible ones for now, like the Suncatcher.
- Implemented all the boss related flags that will allow to add to the journal or progress the story later on.
- Worked heavily on some accessible, early parts of the Academy that required a lot of art and sounds because of how different they are to the other areas.
- Implemented the end of the Academy that is inaccessible for now and also tied it to the Sanctuary like I did for the Fortress.
- Worked on the Devil mechanics and lore. Added a bunch of art related to it and implemented some progression on the quest. (ex: The Third Challenger boss fight.) It is still inaccessible in game.
- Worked on the Player's Castle/Housing. Will be upgrade-able. Accessible once every NG via the Academy.
Files
LITD-0.3.2.zip 347 MB
Aug 21, 2023
Get Left In The Dark
Left In The Dark
Status | In development |
Author | Foxy HxC Macfly |
Genre | Platformer |
Tags | 2D, Atmospheric, Boss battle, Difficult, Horror, jumping, Metroidvania, Monsters, Perma Death, Traps |
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