New Year's Changes


I've been making good progress since my update more than two months ago, so it felt like a good idea to summarize what I've done since then.

1. The game's widescreen now!
Mappore area

Pro tip: if you get unlucky in demo 3B, there's a chance you can run into an enemy from an area you're not supposed to encounter yet. If that happens, at least take solace that I've fixed the issues that caused it.

It's not that substantial a resolution boost - 356x200, from 320x200 - but it's impressive what 36 extra pixels gets you. A bit more horizontal resolution lets you see further, and a lot of the menus and screens have plenty more breathing room. I've gone and extended out the battle backdrops to make use of the extra space, too, so once they're all in [and the engine's been updated to make full use of the larger backgrounds, I'll definitely show off the difference].

2. Two dungeons done [and a fourth one that's almost there]

Lady Ceph's Palace
The Gaudi one. Predicatably, it's underwater.
Apargi Cavern
The one that rips of Dragon Quest 2.

I've had a few dungeons that I've been itching to make ever since I started working on this game, and two of them are done.

The one on the left has a somewhat involved mechanism to figure out in its first half, and has an obvious Gaudi aesthetic I've been wanting to put in something for years.

The one on the right is a homage to how some of the NES Dragon Quest games did their dungeons - 2x2 tile blocks for walls, and maybe some extra elements if you were lucky. It's a break mechanically from some of the more involved dungeons

There's another dungeon I haven't talked about here, but I got it done before putting out demo 3B and I'm considering that my break point for what I'm talking about here.

The gimmicky outdoors one.

As for the in-progress dungeon, there's a gimmick to it that requires me to make 4 maps for each area of the dungeon [if you don't count the map I made to plan everything out before the specifics of each variation come into play]. 3 guesses as to what the gimmick is.

3. Bestiary improvements

A good few of these focus on specific attacks each enemy can do. Here's hoping the one I wrote about is the one you should worry about.

Two major ones and a minor one here.

First, each enemy now has a short description attached to it. Some are informative, some less so, but each should hopefully give a bit more description on the enemies in the way a stat block can't.

Second, enemies with multiple forms no longer have those additional forms hidden away. You can now page through those variants with the left/right arrow keys. Enemies with multiple phases but who don't change their in-battle graphic are also included here.

Lastly, enemies now appear in your bestiary regardless of whether you bested them or not.  No more failing at a boss and not knowing where to begin planning against it!

4. Some other miscellaneous things of note

- Bookshelves that have unique text associated with them are now marked.

- There's a boat to get now.

- Out of battle menus now all highlight the background of the menu item you're selecting, as well as remembering where you last had the cursor.

- After not putting them in the ice cave and then not putting them in the underwater dungeon, I finally went and put together some ice tiles and the scripts necessary to make them work. I haven't done anything truly mean with them yet, but I'm sure the opportunity will present itself.

Going forward..



I'm two dungeons away from having to contend with a point of no return, serious plot stuff, and the final tier of class upgrades, but I've been keeping a good pace at it all, so I'll definitely be at that point come summer [unless some sort of Major Life Event throws those plans apart]. I'll try and make another post here when that time comes.

Files

falsesky_v03b.zip 29 MB
Dec 07, 2020

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