Devlog 08: An update so tiny you could kill it with antibiotics plus some news.
Greetings. I'm afraid I don't have much to document this time around besides a few bug fixes. Most importantly, the revival feather should work as intended and the game won't crash when two or more enemies are in the line at the same time while the player loses their last unit. Sorta specific and even if you don't crash it leads to a game over but I digress. The fewer bug reports I get the better.
The most recent version is so similar that I've decided to leave the old one up as well just in case I somehow managed to introduce new bugs. I'll do this from now on because I'm about to introduce some more extreme changes into the game.
In short, I've been working on the presentation. After some brief experimentation with higher resolution graphics I got to work on learning what a color palette is, as advised by another amateur developer who's been really helpful with feedback. There's definitely a certain charm to the current style, but I did see some evident improvements from implementing some basic things such as a well defined color palette. I've also wanted to retouch some old units for quite some time. Here's an example.
I hope I haven't lost any "soul" in the process, but I think the new palette looks better. The base colors are the same, but now I know what "hue" is. I've also been working on character animations, here's another example, only this one moves.
I've wanted to implement animations for walking and such since the beginning because units moving as a way to represent turn order is a central mechanic, it's only that it felt overwhelming up until now. My animations are far from perfect but I think they add a lot of life into the characters.
Mind you that these assets are not in the uploaded game yet since I'm not done yet and the current version is at least consistent.
My goal for the next update is to finish everything for the first 5 levels of the game, or what I intend to make into the demo for the final release, since the entire game combined is over 4 hours long by now. I've also replaced some placeholders with what the final version should look like because I don't plan on updating every sprite again, this is how the final release will look like I think. I also plan on improving some more aspects of the game, particularly aimed at quality of life and encounter variety.
Finally, I want to thank everyone who played the game during last Demo Day but especially those who got all the way to the end. I didn't think it would be so many since the game is so long and there were so many other games to play. I'm grateful for all the feedback I've received and I'll do my best to not disappoint you. I'll make sure that the only way I can fail is by simply not being good enough.
That's all I wanted to say for now, have a nice day.
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Afterlife Gladiator
A fantasy turn based RPG about dead people fighting each other.
Status | In development |
Author | Bakar |
Genre | Role Playing |
Tags | 2D, Fantasy, Godot, Indie, Pixel Art, Retro, Singleplayer, Story Rich, Turn-Based Combat |
Languages | English |
Accessibility | Interactive tutorial, One button |
More posts
- Devlog 38: Afterlife Gladiator48 days ago
- Devlog 37: Blank67 days ago
- Devlog 36: The Joy of Development83 days ago
- Devlog 35: Until it Shines98 days ago
- Devlog 34: Good News, I Had a NightmareAug 24, 2024
- Devlog 33: Viva la ActualizaciónAug 10, 2024
- Devlog 32: Watching Over MeJul 22, 2024
- Devlog 31: Born to SleepJul 04, 2024
- Devlog 30 : Obligatory Fishing MinigameJun 18, 2024
- Devlog 29: Six Frames per SecondJun 01, 2024
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soul
soul
very nice progress