Devlog 26: Emotionally Charged
Some time ago, I implemented a system that would allow character portraits to display emotions after noticing that certain dialogue sequences required it. At least to me, it felt particularly jarring when it came to especially sanguine characters like a certain cactus that shows up past the demo levels.
Recently, I decided to refactor the dialogue system to fix a plethora of issues in one not-so-fell swoop that took me several days. During that process I took the opportunity to finally implement the aforementioned system to every dialogue sequence in the game. Hence the title.
It was no easy task and it's not exactly completed since I think I could draw a few more expressions, but I consider that a minor concern. I'm satisfied for now.
Also, in the process of doing this I ended up removing around 2000 lines of code which surprised me a lot. I'm sure most players will never care about spaghetti code as long as it works, but personally I felt like I have improved a fair bit. Furthermore, I took this opportunity to fix other issues for the mid portion of the game which otherwise I've left quite abandoned lately.
On a different note, I've been working on the last stretch of content for the game. I'd say I'm going to make it to the deadline, but I don't want to tempt fate.
Finally, a really small change that I wish to highlight is Mosca's hair in her base class portrait. It looked way too long for that point in the story.
Anyway, that's all I had for this occasion. I hope to see you again in 2 weeks, dear hypothetical reader.
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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 Gladiator39 days ago
- Devlog 37: Blank58 days ago
- Devlog 36: The Joy of Development74 days ago
- Devlog 35: Until it Shines89 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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2000 lines removed?!? Now I'm curious about how that looked like.
A lot of pointless repetition for the most part.