Hey y'all, new update post!
Hello and welcome to Soul Dream: Undesired Shift's first update post!
I guess it's been pretty dry here for a while, and considering an update for the SD:UD demo has just been released, I thought I make post to let you know what's changed and what's coming!
Demo Updates
So going from least technical changes to most
- All characters have been recoloured/coloured! Now everyone's just a bit more pleasing to look at!
- Nearly all art has bilinear filtering - This means almost everything looks just a bit smoother
- Typos and writing inconsistencies have been touched up
- Snare damage increased on 0.2 attack per second to 0.5 attack per second
- Dendamama is a bit more shovey
- Labahitams are less likely to rupture your ear drums
- The Leave Shop Button now works
- No more INFINITE RUNNING - This game breaking bug is now gone; it had been caused by general button mashing. You can now button mashing knowing SD:UD won't break!
- Other technical changes I forgot about
If you haven't played the demo yet or have had trouble with a certain game breaking bug, be assured that the demo is now good to go!
Progress Report
Progress report?! Well, I may as well go off on how the final game is coming along
Summary
- Story/Script - 80%
- Music - 50-60%
- Locations - 25%
- Mantras/Abilities - 70%
- Characters/Manifests - 20%
- Programming - 95%
Since it's our first time here, let me break it down a bit!
Story/Script consists of Scenario Design, Game Progression and the implementation of scripts into the game. Currently Scenario Design and Game Progression are all done, most of the cutscenes have been built into the game, but haven't been tested and integrated. There's also a few final scripts that need to be written and reviewed before the game's story script is complete,
Music is straight forward. The game isn't too big or ambitious, so we won't need much more, probably just 10 or more tracks to go!
Locations haven't shifted much since Steamfest, because it isn't a priority as this can be done towards the end of the game's development. This category also includes props and tilesets which haven't been prioritised. Fortunately the number of these locations have been decided, so there is a clear and countable goal for this category.
Mantras/Abilities like Locations has also been sidelined, but the reason for this is simply that most of the planned mantras/abilities have already been implemented and are available in the demo
Ooooo boi, Characters/Manifests is going to be the biggest time sink out of all of these and it's what I've been most of my time on recently. Art takes time, and animation is just art done 50 times over. Thats not even mentioning the fact that I then have to bring these spritesheets to life in Unity, set up animations and then movesets.
Have a link to appreciate what has been done
Some gifs
Last, Programming is at 95% for the same reason your English teacher never gave anyone 100%. It's pretty much done, and all there's left is just bug fixes, and just whatever new (minor) functionality suddenly comes up
