Hey guys, sorry i've bee quiet - really grinding super hard! (Though i'm told by other devs that I update frequently, hope you agree!) Ok, so high level what's been happening is you know in the past it might have taken like a month to knock out a biome because of the way things were. Well now I'm knocking out assets daily, some of them are amazing. As such, things are moving faster than i can even think about!
Strakers Room being re-designed from ground up.
Kira's got two attacks, this is her bigger slower casting one.
Kaelix Day 11
I've re-factored the entire Day 11, and got the whole outline done on a stream yesterday- huge huge success. It feels much better and makes sense given her background.
I'm about 30% in, 70% to do but its about half a days work but the actual hard part (which was the full story design, having mechanics in place) are totally done. I'll want to finish this soon, maybe tomorrow or weekend so i can get our new voice actress on it and release a part of it as a showcase.
SAVE POINT
There will be save points scattered around the world (i have 3 different animation types i'm testing). Here you can save, load etc like a normal RPG. That's now plumbed in.Game autosaves at key checkpoints too. JUMPING
You maybe saw a jump animation on the Starlanes video but it was never plumbed into the game as a full mechanic.
(image above floating platforms you can jump on and other things)Now you can jump, but the jumps are at jump points which lets you jump down cliffs (one way), jump onto moving platforms (timed) and so on.
HARBINGER - FINAL RUN
I've been working on a mission-based dungeons experience, as a full mission inside the harbinger, where you'll sabotage critical systems, recover ancient artefacts, rescue prisoners, gather intelligence, and cripple these planet-killers from within.
Current mechanics in development include:
Sentinel Nurseries – Arm C4 charges and destroy crystal nurseries before new defenders awaken.
Temporal Chambers – Fight through areas where time slows to a crawl, using short bursts of speed to destroy temporal emitters.
Radiant Field Generators – Deploy reality anchors to survive the Harbinger's hostile environment.
Resupply Portals – Force open temporal apertures to summon a Vanguard FPV drone carrying supplies before it briefly joins the fight.
Ender Grabbers – Endless shadow entities that can't be killed, only held back long enough to escape.
Sentient Fuel Pods – Rescue prisoners trapped inside floating crystal pods, press H to attach a magnetic tether, so they follow you as you run about (much faster experience than Forge/Tribute hold)
Visually, I'm aiming for a dark synthwave aesthetic with towering crystalline architecture, deep violets, crimson lighting, temporal distortions and vast entropy waterfalls flowing through cathedral-like halls. I'm about halfway through mocking the systems up in code, and once the gameplay feels right, my main artist will begin bringing the environments and enemies to life.
CHARACTERS AND STORY WRITING
Once I complete the following pieces:- Amu's Caves (80% complete)- Albions Anchor (10% complete, but all assets complete)- Harbinger (15% complete)- Drunmuire (80% complete) I can return to focusing on characters, relationship building and Visual Novel. I'm considering introducing some sisters of Neph...might even make one datable! Guys one final thing, what i've shared just now isn't even 30% of what i've achieved in the past 5 days. I move fast, I move hard - and i'll keep on grinding gang!