Devlogs
Version 0.1.0 - Developer Notes
Welcome to the (somewhat arbitrarily chosen) first minor release of my game! In this release I made a big push to extract out all of the AI generated placeholder images from my game. The timing made sense as I have started commissioning actual art from artists, so I wanted to avoid any confusion about what was or wasn't AI in my game. In order to support this goal, I had to replace all the remaining generated images with my own hand drawn sketches (sorry for the dubious quality of rushed dev art >_<).
New art:
- Froody (see main page for links to her socials) brought King Gerald to life and provided some lovely art for the opening scenes in my game.
- Replaced all card art with art drawn by me. You're welcome and I'm sorry.
- Replaced all other story/random events with rough sketches by me to serve as placeholder until I can commission more art.
- Replaced placeholder buttons with buttons from an asset pack by Prinbles
Features:
- Put some Gestalt theory into practice! All treasures now chime when they activate and show an icon overhead when they are affecting Stitch or an enemy.
- Added a new card which is more than meets the eye...
- Made thematic adjustments to Shop and Crafting Station. They are now Training and Haberdasher respectively and their art and dialogues have been updated to reflect this new theming.
- Added ability to Patch cards at the Haberdasher (formerly crafting station)
- Updated dialogue, popup, and button text to fit thematically and maintain visibility and legibility.
- Added breaks, bolds, and coloration to story event dialogue.
Clean up:
- Added tooltips to cards that generate other cards so player knows what they are getting before they cast it.
- Nerfed Omni from Super OP to mildly OP (may still need more)
- Fixed bug I caused related to treasure activations overhead and also to spare spool.
- Added tooltip to the status generated by sharpen.
- Fixed text on treasure chooser screen
I am really excited to really nail down some look and feel aspects of my game. I plan to focus on dialing in the challenge level of this first act and expanding the card/treasure pool to support more interesting strategies. Let me know what you think of the act 1 difficulty in its current state!