Devlog 17: Demo Day 53 is here.
Another 2 weeks have gone by and that means it’s time for another update. This time around I spent like 3 days working on a localization. I wish I could say that it was finished but it’s actually harder than it seems. Nevertheless, what I’ve already done served to improve my data structure a little bit and maybe one day I can actually complete it. My game has a lot of text on it and I myself could be categorized under “verbose” at least when it comes to writing.
However, for the time being the setting shall remain disabled because I’m not testing the game twice. In fact, I’m not testing the game nearly enough already.
In other news: more content. 2 full levels have been added to the game, bringing the total number of stages to 15 and a conclusion to the second act of the story, more or less.
On that note I have implemented a level selector! Just pet Haydn a bunch of times and you can input a password that now not only unlocks all levels but also a level selector that takes you to any current stage and modifies the party to an appropriate level. Don’t forget to spend your stat points.
Also, if you use it from the main hub at night you might need to enter and exit the stats screen once. It’s a bit unfinished but it should work fine.
You can now start a new save and take on the latest level immediately or visit older levels on a more advanced save file.
When it comes to gameplay some important changes have been brought to the AI as well. Now the whole system is more streamlined which has helped me design more complex behavior trees and prevent some issues which I had been detecting ever since the big brain update a few months ago. Namely units not using certain skills, the most egregious case being Harmony’s true form which for some reason never used her first skill. Now I know why, it’s because I’m dumb.
Finally, a series of small issues were fixed or altered such as Finnegan’s skill now pushing him back as a bit of a buff to offset the speed cost, cutscene text can now be sped up by clicking or pressing enter while the text is rendering, milk now contains more calcium and some dialog has been slightly altered to have better punctuation and such.
That is all I had for this occasion so, as always, I bid you farewell, imaginary audience, I’ll see you in 2 weeks and please tell me if my game sucks.
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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 Gladiator15 days ago
- Devlog 37: Blank34 days ago
- Devlog 36: The Joy of Development50 days ago
- Devlog 35: Until it Shines65 days ago
- Devlog 34: Good News, I Had a Nightmare88 days ago
- 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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