Devlog 36: The Joy of Development
The day of release is approaching, that means a lot of boring things need to be taken care of. Chief among them is the feedback provided during the last Demo Days event which I'll address in this log.
This one is also dedicated to Osur who can now rest easy knowing that I'm done with his feedback. In particular, I think I'm finally out of HP/MP bar related issues to fix. Only a few units can proc the tough/fragile status effect but they were consistently causing visual bugs so I'm glad it's over.
In other news, I have implemented a new status effect and icon to signal that a unit is invincible unless a certain condition is met. There are only 4 units that have this ability and they all show up late into the game so I'm not sure if this should be in the status effect tutorial since it's so rare. Also, the condition can be peered by mousing over the unit in question, I'll have to make a certain fight harder to compensate.
On a related note, the perks screen now has its own guide, similar to the stats screen. It's a bit rough looking but it should provide an acceptable explanation to how perks and trinkets work, or so I hope.
Moving on, Mosca now has different sound effects if the You Shall Not Covet perk in enabled depending on the results of the RPS round. I wonder if people will be able to place the sounds.
As returning players know, there's a warning if the player attempts to leave the stats screen without spending all of their stat points. This persisted even when certain characters weren't available due to story reasons. I'm happy to announce that this issue has been corrected, no more out of place warnings.
I've noticed that a lot of the feedback I have received asks for quality of life features that aren't available in a lot of my favorite games. I can't blame them but now I think that making a game too convenient robs it of the feeling of being a journey, especially for RPGs. Just a thought.
Also, speaking of the stats screen, I found a minor memory leak on which I've promptly put my index finger to prevent the data from spilling out.
A couple of levels have new visuals to make them look just a little bit nicer and a few slides have been replaced. People in the know might be able to find a little reference to their work in the game's intro.
Finally, I made a trailer which is now available to watch on the Steam page. It's not the best but I don't want to spend another week learning video editing when I'm like a month away from release. this also means I have 3-4 devlogs left at most and we are in luck because both 39 and 40 are cool numbers.
Anyway, I wish you a great day, hypothetical reader who needs a pick-me-up, and I hope to see you again in about 2 weeks.
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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
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- Devlog 37: Blank66 days ago
- Devlog 35: Until it Shines97 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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