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Devlog No.038

🕑 Added 2025-03-21 08:08:54 +0000 UTC

Comments

Mitatell

Oh good! I was worried that the map might not look great. I will probably still make some small changes here and there, but it will mostly remain the same. Just stuff to make things more clear or smoother. Plus I'll likely change the SFX it makes swapping nodes just to differentiate it. Lots of little changes still left. As far as the 'unlocked items' list goes, it probably won't be too hard to implement since I don't have to add anymore info saving. Just base the menu on your unlocked items vs items that can be unlocked. Only issue there is deciding on how to treat locked items. I feel like I should make it so you can highlight any you haven't unlocked and have a clue at the top on how to unlock it. Ranging from 'progress the story to unlock this' to 'talk to a dark figure'. Also I feel like people would enjoy being able to select an already unlocked object to get information on what it does. So probably just a lot of data entry. Time consuming, but not really hard to do exactly. Though I am going to wait to implement it. The bestiary though I am still a little bit iffy on. That one would require a good bit of work and time. Likely that will come closer to the end since I imagine configuring it would take quite a while. Plus I think I'd like to make it so you have to unlock entries by defeating the enemies a few times. Then have things like letting you view some animations and such. Either way though, lots of work to go, but it'll be worth it in the end I am sure!

AlextricBunyip

The map function is pretty solid in showing the general pathways, also is super neat and ls nearly exactly what I'd want out of a map system in a game like this. If anything I'll take that debug trigger to allow us to touch a thing to unlock all the main path nodes, would also just be a useful back up tool I think for it as well, and maybe an extra one to show hidden paths that the player has to deliberately interact with to unlock the hidden paths. The inventory option in the UI is going to e so useful for me at the least, just to help keep track of items the player has anyways XD The gem nodes is going to be intriguing I'll say, almost one of those "Have to get hands on first to give feedback" sort of things, but I'm liking what I'm reading of these being used to get npc tf items and other unique items.


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