Unfortunately, I have a bit less solid progress than normal to share this month. I've gotten the map editor to a point where the new tutorial can be made, but now need to do some system changes and UI redos before it makes sense to actually make it (I'd have to redo a lot of code if I did it right now). As such, I figured I'd share the bulk of the past few months of work - the map editor!
I've discussed the map editor before, but here's a timelapse of it in action! The map created here won't actually be used for anything, but should serve as a good demonstration of what the editor can do.
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There's 4 major bugs that happen in this video. If someone can spot all of them, you get an (imaginary) cookie.
For other progress news:
Design is 99% finished for enemies and player abilities in the second chapter, as well as the sixth character. I've started implementation, but am mostly holding off for a last few core changes.
Full-game scale progression systems have been more or less figured out. These will need implementation, playtesting, and refinement, but I'm pretty confident in the approach I've settled on. This will probably be the focus of a near-future devlog.
The rough draft of the second chapter (and last few scenes of chapter 1) script will be done by month-end. It'll be implemented not long after that, and revision passes will occur alongside playtesting.
The "Fate Points" system is starting implementation. As a reminder, this is a mid-battle currency gained by "failing" that lets you break some rules (i.e. force a die to roll its maximum).
A rework of how Defence Dice function is in the design stages. They feel a bit too static in the current game, and I'm looking for ways to make them feel more like a resource (i.e. something you can "deplete" or "stockpile"). I'm hoping this will be implemented next month.
I've started to sketch out reworked UI. With game systems being very nearly finalized now, my plan is to implement the Good UI parallel with content development over several months. UI is a big source of burnout for me, so hopefully that strategy will play out well.
No art teaser this month (going to say that the video counts). Next month should have a pretty substantial one, but no promises.
