SamSuka
Zyyph
Zyyph

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Pit Raiders Devlog: Late and Lovin It

Hey everyone!

General Announcements:
Sorry for being late, first of all! I am aiming for a release on Friday this week. I'm going to cut back my commission schedule and I'm even setting strict alarms so I can work through the entire day to finish what needs to get done. Last week's PSU failure gave me a lot of time to bug-test and check for improvements, and I think I can launch the game in a slightly more advantageous state. I've been up until 2am programming every night for the last week, I'm looking forward to a long nap.

What I've done:
Dialogue, Run Logic, and many other features of the game are ready for the alpha release, much was finished this evening. I've also finished some very core parts of the design document and done some planning (most work management apps I've used have been a waste of time, we'll see if Trello Premium is any good!)

Notable Changes:
-Parallaxing works like a charm
-Collisions are optimized and less likely to error, interactables also work much better now! You'd all have been mad at me for how bad they were last week.
-Added inspection zones, areas that will make characters speak some text.
-Worked on some new assets, might try to make a few more in my free time for more intrigue.
-Fixed pausing. Previously a pause would let you unfreeze time in some menus. Classic mistake.
-Switching maps is now much smarter and faster, the game loads in seconds and keeps relatively cheap memory reqs (working on addressable assets soon for more memory power.)

What I hope to have ready for the Alpha 2 Release:

-A solid demo of the cutscene handler, the run handler, and the combat handler. Interweaving elements of all these things and showing off some of what I've learned.
-A very small introduction to the story, involving some of the early core characters. More will be expanded on and the story will be changed down the line to fit the wider narrative.
-Some roguelike elements to enjoy and test. See if folks like the basic idea.

I'm aiming for about 20 minutes of content. I know that's short but considering the foundation is mostly laid I can focus on bigger content drops after this alpha gets out. 

Pit Raiders Devlog: Late and Lovin It

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