0.3.7
Not the biggest update given how much level design I've done in the couple previous ones but very close to it. With a decent amount of the physical world in place, it's time to start populating it with every WIPs and finished NPCs and story elements I've been working on since the demo. This Devlog will contain spoilers again but I'll willingly avoid talking about a few things anyway. I've done that for every version in the past year, but I found myself doing it more and more as time goes on.
Added/Changed this version:
- Even more sprites remade and added. Slowly coming along.
- Game now tracks how many angels and angelkind enemies the player killed (more in the covenants section)
- Close to 50 of the (almost) 300 added rooms so far have a unique name, like explained in the previous devlog.
- New block type, like the one that reacts & open when touched by Devilfire, the new one reacts to your blades. (Demonslayer bolts or Juji shuriken)
- Insight: A classic mechanic I've had trouble making work until then. This stat is hidden but will increase by 1 every time the player finds an "insight area" showing a small sprite visual and a "+1 insight" alongside a small sound effect. Those , hopefully, cannot be farmed and are placed in specific rooms, often near scenery tied to the story. I'll let the player discover what this stat does as they play or replay the game.
- Great Buffs: (Added 3 so far) -1- Mantis Slayer Altar - A big altar to the Mantis Slayer can now be found inside the Gore Catacombs, adds the "Total Power" buff. This damage buff affects every enemy. -2- Accursed Angel - A cursed, wounded, immobile Cherubim can be found in the Lower Sections, adds the "Angelic curse" buff. This damages enemies that are members of Angelkind. -3- Grotesque Wall - Can be found at the end of the Bastion of Humanity. Adds the "Hunger" buff. This damages demonic enemies.
- Made sure Main Bosses are unique to each NG. Meaning, if the game or the player decides to reset ot take back some of the progression, only secondary bosses and enemies will be respawned when traveling through an area again. Dead main bosses and all their relevant flags are now "permanent" to a playthrough, being reset upon entering a new NG.
- Added the Residence/Hotel in the Academy's inhabited parts. Going through there leads to the Temple of Jars (and back)
- Added two important characters, Angelkiller and Lilith. Respectively found in the Hamonite Temple and in the Residence/hotel.
- Covenants: - Angel killers, Undead covenant, Hamonite covenant & The Black Mass. Each covenant has a prop to join, a special place in the world where you can find them, an associated UI piece, ranks and reputation as well as rewards. The player can only be in one covenant at a time. (For ex: The Angel killers have a leaderboard using the new tracking of angels killed the game does. Their Spire (the prop used to join) and their rewards vault is in the Temple of Jars and they own the Jousting Fox Club found inside the Hamonite temple.) - Every covenant now has big doors that moves geometry, effectively blocking the way or opening depending on what covenant you're in.
- Those geometry doors mentioned above have counterparts, not tied to covenants, but a timer.
- Added an Angel bossfight in the catacombs of Gore.
- Added a dev thing to the main menu that I'll use to show content that's not quite done yet or even certain finished rooms that are worth seeing. This is a development feature, I'll remove it before release.
- The player Housing is now tied to the Hamonite covenant.
- Added special portals leading to a short cinematic/lore conversation. There's 4 so far, one in each 4 main areas (The sanctuary one being inaccessible right now)
- Added the junk items category and added 14 of them.
- Added B-cubes and a machine to make them as well as UI in the top right inventory menu. (very early WIP) (Will sacrifice items to make cubes, junk items are mostly in the game to avoid having to used good items to make cubes.
- Added an easter egg.
Fixed this version:
- Screen in the player's hub/housing. Still a few things to add to it, will probably be done with before next major version change.
- Tweaked the fireball projectiles again so that they get stuck in geometry less often.
- Tweaked the projectiles stats and the increments that upgrading them at the blacksmith provides.
- Fixed a bunch of NPC texts doing a weird wrap in the middle of words in some text boxes. (still looking for more instances of this)
- As I said, the main bosses are now unique in each NG, I've fixed a ton of progression related bugs when modifying this.
- Fixed a couple sound effects being cut before they ended on enemies.
Misc/background work:
Mostly character and story related, I added a bunch of things tied to covenants that I didn't mention above for brevity's sake but a lot of the rooms unique to the covenants required a night of work each just to implement. For example "Haunted Harbor" in the Bastion, tied to the undead covenant. Or Lilith, mentioned above, that starts talking to you only if you're part of the Hamonite covenant.
I'm also trying to not get too lost myself when finishing sections, characters or systems. Made a map of the world's state so far two days ago for ex:
Files
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 |
Comments
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Very good update!! Good job :D Good luck!!