Devlogs
Devlog - April/May 2025
Posted April 29, 2025 by Pthalo
Heya! Thought I'd move this one a bit closer to the end of the month and consider it April and May's so I'm not doing these weirdly 2/3rds into the month lol
Here's what's been done since the last devlog -
- Implemented non-grab enemy code, along with player downed state. This was the biggest thing that I've been putting off, so it's a nice roadblock out of the way.
- Created base random moveset system for attacker enemies (Lesser Royal Guard).
- Created AI for jump-attack grab enemies (Cursecorrupted Citizen F).
- All Limestone Capitol enemies have been coded, currently working on assembling the levels for it now that I can actually test encounters while building.
- General bugfixing.
- Sandbox now removes enemies when you respawn.
- Redid / am redoing the Limestone Capitol theme since it's a bit loud and doesn't match the tone super well at the moment.
- Added more tilesets and prop art for Limestone capitol to make sure that it's not just boring repeating walls and buildings. Doing this is taking the majority of devtime right now, but I want to make sure that it looks good and is more dynamic than the first zone. Notably I need to make tiles for indoor areas instead of just the bricks and wood struts for the outdoors.
Commissions are still taking most of my time right now, though I'm just about through with backlog from earlier stuff, so I should hopefully have more time to work on the game going forward. I'm also aiming to make sure at least a week or so out of the month is dedicated to dev time.