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Devlog #4: Altars, Monsters and Tools

  • Momeka
  • 04/30/2017 12:22 PM
  • 1158 views
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.

Posts

Pages: 1
Cap_H
DIGITAL IDENTITY CRISIS
6625
That's a neat software!
I find the way you plan and progress with development inspiring. I have nothing to admit, everything looks smushy so far.
@Cap_H: Thanks, Cap. It's the first time I try to do a regular development log. I gotta say, it's really helping me keep motivated and actively working on the project.
Pages: 1