0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS

Progress Report

Devlog #5: Trees & Combat

Gloomy greetings, readers.

Just like last week I’ve been completely swamped with work so haven’t had much time or energy for this project. Sadly something that will most likely continue for a couple of weeks. BUT that said I’ve gotten a little bit done.
Saw the weekly map thread with the theme “Rural town” and decided to take it as an opportunity to expand the tileset a bit.
It now has water, tree, grass, stone walls and wooden houses.




These are just test maps, probably won't make it into the game

Also put some work into the battle menus and using items during battle. You can now use an item per round of combat (something that might change to unlimited or more than one turn, still needs playtesting).
You can also escape from the battle, you always succeed in your escape but the drawback is that the enemy get it’s health back.



It still need some work, item effects are all temporary and I want the inventory position to be dynamic like the combat menu.

Most likely won’t be a devlog update next week as I doubt I will have anytime at all for the game next week. But I’ll try to get one out the week after that.

Progress Report

Devlog #4: Altars, Monsters and Tools

The gloomiest of greetings, reader. Welcome back to Grimorb Nine, now let me tell you what happened the past week. Well, mostly nothing actually. Spend most of my week working overtime and weekends leaving me with little energy for Grimorb. But I did some, mostly just doodling graphics for items and monsters.



As for the items I was thinking of potentially doing set items. Like collecting the left and right boot and while you have both in your inventory you get a bonus to speed. It would result in some problems that would need to be solved. With your very limited inventory space you don’t want to be forced to carry around a useless item until you (if you ever) find the other part. Would probably need to build a stash system where you can store items until you need them. I’m not sure if it’s something that will end up in the game and it’s right now pretty far down in the priority list.
For the monsters I start with doodling a bunch from the front and then pick out the ones I like and do full set of graphics for them.
I also did some new ground tiles for the mountain/dirt areas which can be seen in the gif further down.



A new feature to the game is the Altars, they are temporary power ups that you can find out in the wild. So far there is the altar of shielding. It comes in three variation, Lesser Shielding, Shielding and Greater Shielding. Giving you one, two and three shields respectively. The shields spins around the player and absorbs the damage the player takes.



The final thing I did was write a simple little program to speed up the creation of the item description and text pictures in the game.



I also worked a bit on the combat/inventory system, but didn’t get that far with it and don’t really have nothing to show off there yet. Hopefully I’ll have some more time for the game the next week.

Progress Report

Devlog #3: The void and back

Gloomy greetings, reader.

I apologise for the long silence. I was working on my part of a community game over at another place. Originally I had planned it to take two week but in the end it took more like five. That said though, it was fun to work on something else for a while.
Here’s some gifs from that:


But enough talks about other worlds, you are here for the on goings of Grimorb are you not? I decided to ease myself back into this project by doing some graphics. Mostly working on the tileset for The Void areas.
The void is the home of the Bloodmen and their enigmatic deity. As more and more of their deity materializes on our plane the surrounding areas gets consumed by a black void.



Also made some fans.



And finally I drew a mockup for a potential bestiary. I like how it looks and am kinda tempted to add it.



The first time you slay a monster you will get their names in an entry. Once you slew a few more you would unlock their stats as well. Also tempted to add lore snippets about each monsters that would be the final thing to unlock.

The next step is to get back to scripting, get the inventory and combat finished up.

Progress Report

Devlog #2: Inventory & Menus

Gloomy greeting, reader.

I’ve spent the weekend working on the menu and inventory system for the game. It’s not yet 100% but it’s far enough to show how it’s going to look like.
Here’s a quick gif showing it off in action:


In the settings menu will be able to change the border around the game, toggle the screenshake during combat and the biggest one being combat speed. Changing the combat speed will impact the game, as setting it to faster will make it harder to use items or run away. The instant speed disabling those features completely.


The inventory is limited to six items (they do not stack). This is mainly because I want there to be an impactful choice with what you bring with you the various zones. Not just stack up on all healing items and grenades you can afford.
There will be three types of items in the game:

Healing - Restores your health, useable both outside and inside combat.
Combat Items - Only useable during combat, damages the enemy with a set amount.
Mods - Temporarily modifies your stats. Only useable outside of combat and their effect will wear off after one battle.

So far the only item type that works in the game is healing items outside of combat. But my next step will be to make items work during combat.


Also calling it now, this inventory marker is the best thing in the game

Progress Report

Devlog #1

Gloomy greetings, reader. Welcome to the first development log. I intend to try and do these somewhat regularly, both to keep you updated on the game but also to keep my motivation for the project up.

As the game is still pretty early in development my focus is mainly on getting all the custom systems up and running. One of those being combat. The combat in the game will be automatic and triggered by walking into enemies on the map. If you played “For the frog the bell tolls” or to some lesser degree Fairune you know the gist of it.

If not, here is a gif of it in action:


A common fault of battle systems like this is encountering a new enemy, turns out it’s above your current level and it slays you instantly; forcing you to replay from the last checkpoint. To avoid scenarios like this too strong enemies will just do minimum damage to you and knock you away.

I still need to tweak what the game considers to be too strong. But I'm saving that until I start building the maps and can play test properly.

You have four stats in the game, Health, Attack, Defence and Speed. Speed determines who goes first in the battle, the rest should be pretty self explanatory. You increase the stats by finding and opening a Chest of Power, allowing you to take on more/new enemies.


I still got some work left to do on the combat. Mainly an escape function and also debating whatever to make it so you can use items during battle. But before I can do that I need to write a system for managing your inventory which will be the next step.
Pages: 1