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Seeing these devlogs earlier
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Hello again! It is time for another devlog. This forthnight has unfortunately been shadowed by numerous IT issues.
My computer of 5 years is nearly at the end of it's life. When I got it in January of 2021, it was already refurbished by then. I think it's originally from 2017, so it's pretty much an elder machine. I've already ordered it's replacement but I do mourn for it somewhat :( (And my wallet) Despite this we've had a good sprint! Even if a lot of it is kinda unexciting progress:
Marketing:
💠 Our current wishlist count stands at 112 (+12) Wishlist our game here at Steam!
💠 We ordered some business gard for the game! I love that we get to use the key arts in them ^^ If you happen to find yourself at the monthly IGDA event in Helsinki, we'll gladly give you one!

Art:
💠 I drew the expressions for Eloise's remade sprite. I hope those are the last expressions I'll have to draw for a while!

💠 ...That said I did one more expression for every character in the game. But this one was easy! A simple black silhouette "expression for everyone)
💠 I started working on a concept for Bellegarde's background art. Bellegarde is the first city you encounter in the game. I'm pretty new to this whole landscape painting thing. Originally we had planned to have a professional artist to draw all the mandatory backgrounds for us, but that got expensive fast and I cannot evade developing this skill forever (nor do I want to.) I've improved as an artist a lot over the development of this game and I'm hoping that my art skills will at least partially translate to landscape paintings as well.

Programming:
💠 Fixed an issue where the main character's animations would bug out, if you clicked a new destination before the previous destination was reached
💠 Fixed an issue where the game let you talk to two npcs at the same time and got confused as a result
💠 Overhauled enemy attacking logic, since my first attempt wasn't up to snuff and caused issues like enemies using attacks from illegal range
💠 Implemented a bunch of different hit patterns AoE skills can have. In the gif you can see a line attack that I thought looked pretty rad!

💠 Implemented the player, enemy and other phase indicators
💠 Implemented knockback on skills. Units are sent flying by a skills knockback amount. If they are stopped by hitting an obstacle, they take the remaining knock back amount as damage instead

💠 Implemented a custom cursor that changes shape depending on what you are pointing at (talk icon for npcs etc)

💠 Completely overhauled our audio system to use FMOD in preparation for an external audio engineer that will be joining the project
Thanks for reading again ^^ May your week be filled with your favorite things. See you again in roughly two weeks!
-Hanuli from Salmon Snake Games
