Devlog 25: The Devil is in the Details


This timing of this devlog is awkward in more ways than one. For once, I prefer it when I get to write 4 in between each Demo Days but this time we only had 7 weeks instead of 8.  Also, I've been drawing like an idiot instead of fixing major issues with the first and middle portions of the game.

Normally, I would prefer to post a devlog 2 weeks after DD so I have time to fix all the reported issues (sorry, Osur) but this time I got bugs that were so bad that they rendered large portions of the game pretty much unplayable. 

Long story short, many dialogue sequences weren't being displayed correctly (thank you, dsilvert) and some stages, particularly in the mid section of the game, had major issues that were leading to crashes (thank you, PATdev).  Also, I have decided to implement the latter's idea for the dialogue system because I thought it was pretty good and it's how most games work anyways. 

I can't help but be amazed at my ability to break mechanics that had been perfectly functional for months before. I'll test the game more thoroughly next time for sure. 

Finally, here's a pretty drawing. I got mixed opinions but I personally like it more than the old capsule art. 

Farewell and I hope to see you again in 2 weeks. I'll have more stuff to post next time, the end is near.

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Files

Afterlife_Gladiator_Windows.zip 54 MB
Mar 08, 2024
Afterlife_Gladiator_Linux.zip 57 MB
Mar 08, 2024

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Comments

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(+1)

"I can't help but be amazed at my ability to break mechanics that had been perfectly functional for months before."

He's just like me fr fr

(+1)

don't worry, buggy versions are a part of gamedev. at least you won't even ship a version to steam that has a 50% chance of breaking the game when loading into the next level. nobody here would ever do something as foolish as that....