Posted March 18, 2025 by Pthalo
Hi again! Just a quick little monthly update as to where development's at right now. Still going at a slower pace since I've mostly been focusing on commissions for the past month, but working on the game when I can.
Here's what's been done since the last update:
-Finished all spritework for Limestone Capitol enemies (2 new since last update, Cursecorrupted Citizen M & F, UB and CV respectively. 2 Remaining enemies to do art for in Redwood Expanse, a CV Tanuki, and an OV fox)
-Completed tilesets and background art for Redwood Expanse
- Started level assembly for Limestone Capitol
- Started working on collectible alternate HUD themes (For those of you who don't follow me on FA, there's going to be an NPC that you can trade in hidden spray cans for themed portrait and health bar borders; It's the same character that leaves the tutorial messages on the walls). Also slightly retooled the UI to better fit the wider aspect ratio (longer, thinner health bar, raised slightly so that it can fit an energy bar below it once I get to that)
- Added framework for debug menu to allow access to upgrades and abilities without unlocking them; super important since some of them won't be accessible until much later areas
Currently the main roadblock is determining how I want to handle the downed state, and enemies that don't instantly grab on attack. At the moment the theory is to keep it to enemies that visibly have a weapon, but I'm also playing around with the idea of enemies having colored outlines that might differentiate between the instant grab ones and the attacking ones.