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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Files

Afterlife_Gladiator_Linux.zip 55 MB
Mar 24, 2024
Afterlife_Gladiator_Windows.zip 52 MB
Mar 24, 2024

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Comments

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(+1)

2000 lines removed?!? Now I'm curious about how that looked like.

A lot of pointless repetition for the most part.