Devlog No.046
Added 2025-07-10 05:48:41 +0000 UTCI won't have a ton to talk about this devlog as I'm just starting back up work from having family visiting. The thay'valay NPC will be revealed shortly after I finish this devlog here and then I will be getting back to work on her. Due to working on a larger sprite, definitely feels like it takes more time to TF her, but I think that her TF will be a little more rewarding with how I am doing it. But yes, a good chunk of this time was just a bit of downtime with family to be honest.
I did also further do some bugfixing and a little more optimization as well as a few more changes to the game, but that didn't take too long really. There were a few things I went over that I decided not to bother putting into a whole new patch but that's because I didn't feel it would be worth spending the time. Nothing major like no new items or anything like that. Just moving a few things around, smoothing out a bit of design and code is all.
Also first time we have done the NPC poll differently here. I Was surprised that only a few wanted to suggest an NPC. Not that there's any issue with that of course. Though with how the poll is going so far, it's definitely looking like we'll have a ven'drothe blimp in the future!
Apart from that though not much else to say. This month is really just going to be catching up on the NPC tf animations, then getting back to work on the next patch. Not sure if I had mentioned it, but I also plan on reworking the wind blade weapon in this next patch to function smoother and likely have a three hit combo on the ground and a varied air attack. Though I'm thinking that it will not have the slowfall effect of other weapons.
I've kept that in the game so far all the way though I could definitely remove it from weapons if it was desired. The new bow weapon may also not use the slowfall either and is likely to require you to touch the ground to get shots back. We'll see once I get to that point.
Anyway, going to post the intro to the next NPC and then get some rest before going back to work on her tf!
Comments
Yush. I believe it was Trombones who suggested changing it to be more similar to Megaman X2 and I hadn't played that at the time. After giving it a go I could see how it was much smoother and I'll try to get it closer to how smooth it feels in that game. I will probably make it so it doesn't simply break armor instantly though. Still thinking about it but plenty of options on how to do it. I could add a charge up which instantly breaks armor, or the third hit in the combo could, or I could just make the blade do increased damage to armored targets. I can always shift some of the advantages onto upgrades if the weapon becomes too strong. Like projectile and enemy weapon destruction.
Mitatell
2025-07-10 18:14:03 +0000 UTCStill working on my main feedback writeup, but wanted to chime in that it was nice to see mention of the Wind blade plans. I had had similar thoughts of it being a combo weapon, having a close range weapon with some good risk reward would be a nice change with it needing a bit of practice to consistently land all three attacks but it paying off with a nice damage spike on the final hit.
TheBlimpFaerie
2025-07-10 17:50:30 +0000 UTC