Jan 2025 - Happy New year!


Happy New Year! I had some time off but as always I stayed busy. Continued work on the final dungeon, creating monsters, assets and sourcing music took up much of my time and included many fixes on some previous work. You can see the new in-game main menu in the attached screenshots. More details on my work below:

  • Fixed various issues in volcano dungeon boss (boss animations, scripting related to phases)
  • Made cut scene related to volcano boss
  • Updated main menu image, is now animated 
  • Shops now sell torches!
  • Adjusted prices of some items
  • Added price labels to shops
  • Adjusted font and some UI elements on shop screens
  • Refactored an event script in the Sandstorm Sanctum dungeon to account for errors if the player dies during the event
  • Refactored an event script in the Orc Camp to reduce script overhead and be more consistent
  • Fixed death animation on the orc beastmaster which was erroneously using non-death frames 
  • Fixed a missing switch in Bastion of the Prism
  • Updated dialogue script to appropriately change sailing skill icon
  • Fixed a dialogue script in the sea cave to display the appropriate text
  • Fixed attack animation on zombie sailor to not get stuck in a loop
  • Fixed death animation on zombie sailor which was erroneously using non-death frames 
  • Fixed multiple tiles that weren't walkable and should be in sea cave
  • Fixed multiple tiles that were walkable and shouldn't be in sea cave
  • Fixed missing tile in sea cave
  • Made some changes to the sea cave map
  • Added fog for ambience and changed lighting in the sea cave map
  • Changed flowing water script in sea cave map 
  • Fixed some seams on a couple "brick" and "wood" pattern tiles that looked a bit funky if took a really close look
  • Fixed corner/seams on the ivywood tree model to not overlap and cause graphical artifacts
  • Sourced music for final dungeon
  • Created several environment assets for the final dungeon
  • Began early prototyping for a jumping system. Not sure how far I'll go with it, just playing around and would have to retrofit it to the current game world. Not an issue per se but I want to keep scope creep to a minimum until release
  • Fix multiple cutscene scripts which weren't properly stopping the player from moving during the cut scene 
  • Fixed a script that was erroneously rolling the credits, a remnant of my demo migration


    That's all! I hope you all had some great holidays and I'll keep working towards full release, hopefully this year. If you like what you see, follow me here and wishlist on Steam:
    https://store.steampowered.com/app/2467200/Realms_and_Ruins_Abencor/

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