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Devlogs

Devlog January

The Runemaster's Diary
A downloadable game for Windows and Linux

Hi! Welcome to the January 2022 devlog! Join me as we look at the cool progress I made during the month that just passed.

What's left:

  • Implement events for the last area (We are here now!)
    • Implement every event for the last area
    • Implement the final fights and boss
  • Polish third area maps and entities
    • Create all the art for this area and entities
    • Create song for the area
    • Make music for the important events
  • Remake some rooms in the second area of the game
  • End of the game
    • Implement scene for the end of the game
    • Make music for this scene
  • Post Production
    • Add steam achievements
    • + Playtest the game and change things when necessary
    • Create cool art for desktop wallpapers
      • 2 drawings should be enough


Some Detail

So you may have noticed that I added another point before finishing the game. Well I decided to take a step back in the second area and add a cool puzzle mechanic. It was really easy to implement given what I have and I think its much better than the previous mechanic. I plan on remaking 3 or 4 rooms of the area using it, so its a little more fun.

Anyways here's the detail of what I did during January:

  • Level editor upgrades
    • Saved layer visibility when using the editor so now it persists when I open a level file again
    • Added checkbox to ignore layer when exporting so I can create reference layers and change less of the code when exporting
    • Fixed another bug regarding negative coordinates
    • Made it so now I can configure the camera limits of a room so I have to do even less post processing of the exporte file nice!
  • Added a little more flavor to a dialog at the begining of the game
  • Refactored scripts so entities despawn when needed in the overworld app
    • (This should fix some bugs I never could replicate)
  • Implemented new mechanic for deepway because the previous mechanic was too punishing

The Plan

Even though I want to keep working on the second area, if I keep doing that I'll never finish the game. So instead I'll work on the last area, try to have a minimum viable product ASAP, AND THEN I'll worry on updating the second area and polishing the game in general.

For February I'll try to have all the scripts of the third area. I'll also try to implement the bosses without any animations and music. Only so I can balance the last stretch of the game. If I manage to do this I think we'll be in a very good position for the months that follow. I want to make a playable build of the complete thing so I can get people to test it before release.

Thats all for now! See ya next month! (Or on twitch, I'm trying to stream every sunday twitch.tv/atemo6)

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