Third Anniversary BigPost Devlog!!!
Going back through my old devlog entries saved in my game project file, the first one was from 4/19/23, exactly 3 years ago! Waow...
They're becoming Real...
In this post: uhh I haven't updated the devlog in like 2 months so it's just a regular update but with lots of me rambling to myself about how the game is definitely still being made and exists and consumes my thoughts at all hours of every day
~These Guys Look a Lot Better Now~
I've been revising some old overworld sprites and portraits, they look a lot better, mostly in how they more cohesively capture the style of the art in the portraits, and my art style more generally with more blackspotting and whatnot. I told myself I wouldn't revise the main character sprites after the last round but...I'm so glad I did because the difference is night and day...(pours one out for Aubrey's weird hair growth)
Also been working on the final versions of allllll the character portraits, as seen above the cut...just trying to get one servicable default piece of art in per critter in the game. I hope people can tolerate how gargantuan these portraits are. They're fun to make!
~UI Fixin's~
I worked a bit the battle UI, including slapping together a wip overlay when you hover over an enemy/ally.
Also worked on the status and settings menu UI, the latter of which is very over the top decorative in a way I should probably try to reign in a little...at the very least the plan is to do a better job distinguishing between it and the pause menu UI.
Mostly recently, besides working on sprites, I've been thinking about things that tie into the overall progression of the game, like deciding what skills are available when, etc...which should help me tighten up special/boss encounters. And also testing another tiny little feature of the battle system I may or may not go with altogether depending on how playtesting goes. 👁️
Hopefully I can get it to work in a way that it's not too obtrusive but also leads to some more varied and interesting encounters...I would say in general it feels like I've only dipped my toes into game balance playtesting as it is (peep the nonsense stats in the screenshot - the priority is to program in moves and their effects before I touch stat balancing), which I hope to focus on in the coming few months, so we'll see if the mechanic even sticks around til release, but I figure it's better to program in experimental stuff early on and take it out if it doesn't work than have to add a bandaid at the last minute...!
~Words~
Recent discourse about some indie game made me more curious about what specifics go into the translation & localization processes, so I decided to look more into it and wow I'm sure glad I did!
because it is literally Easy ...to read strings from .csv files, although i am not a programmer and Optimizer by trade so I will probably have to think a bit more about when to load and store data for cutscenes. Etc. for the least amount of obtrusiveness in-game.
But yeah, luckily, cutscenes have barely been implemented into the game, so it was easy to futz with the code to allow for reading in text from files. I…hadn't ever messed with included files in Gamemaker before LOL so it was a nice excuse to tinker with that too. Now I have a "fun" project to sink some hours into replacing rogue strings populating the UI and arrays of the game with reference links to what the names should be per region…
It's already been a "stretch goal" to eventually have the game translated as an immediate step 2 after finishing it, I still have no plans for translation before it releases because I just wanna...get it done...but I can at least set it up to be way easier to edit down the line :P
~That's all folks~
I leave this ominous April 2023 concept art to end this super long post to make up for several months of missed devlogs...! now i Sleep 😴
-Em















