XaiJu
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Progress report - Feb 2025

Hello everyone! We are inching closer to a new update! I can't be certain when exactly, but here's what to expect and what is being worked on and already done:

--------- Loading freeze bug ---------

This is a Godot/Nvidia problem and I think they will fix it by Godot v4.4, for now, I already made a band-aid solution for this in the current source version, so once v2.5 is out, it should work for everyone like before.

--------- Simplified Style ---------

The Siggy you see is a mix of the current and the old style I have. There's very subtle changes from the recent one and I am not sure if you will be able to tell the difference, but this is what I decided to stick to. This style carries over to the animation and the dialogue avatars. This is already a working version for Siggy's dialogue avatars and will have follow up expressions.



--------- WIP > New / Returning enemy ---------

The next enemy will be available in v2.5! The animation scenes will adapt the finalized art style. And at the moment it will be the Ganker. Explained details below:

--------- Day / Night cycle ---------

In the current Forest and Ruins stage, the Goombrio populates the area, but as soon as night full fall, the Gankers will take over until dawn. There will be a time where both enemies will exist. The Gankers start spawning around 8pm with the Goombrios, and the Goombrios will despawn / sleep by 10pm. By 4am, the Goombrios will again return and by 6am, the Gankers despawn. - So it is essential for the Ganker to be the next enemy and I'd like to do something I am familiar with because the next months, animating will eat dev time than code.


--------- Progress Save ---------

Save and Loading is almost done and will be available next update!
There's also a finished mechanic where enemies you killed will remain dead for a certain amount of time before it respawns. If you damage an enemy, go to the next room and come back, their HP will remain damaged and again will replenish over time.

Gold, Cards, destructibles and other items will also retain states in the previous room for a certain duration, so if you get yeeted by an enemy to the next area, you don't lose the items you have yet to pick up. Speaking of which...

--------- Room Transitions ---------

I've finally done this one. Siggy can now move from one map to the next flawlessly! This took 2 months to crack because of an oversight with the card buffs and gui. That said, expect some exploring in v2.5!

--------- Hack Data Skills ---------

The data cards you get from enemies will soon be implemented for the Goombrio! This will require new Siggy animated sprites, but you'll see how it will go and how it will be a gameplay aspect when you explore the new maps!

(I hope to include the Ganker's as well if I still have time)

--------- Campaign Revamp ---------

Once v2.5 is out, the updates after (v2.6+) will be gated like before, where higher tier supporters will get it weeks earlier than the rest. Cheats and the first tier in-game bonuses, will hopefully be implemented as well. I decided to do let all patrons get updates even for a dollar, so anyone can support at their own free will while I reworked Divine Arms to a certain state, but for those who still supported way beyond the minimum are just awesome people and I am forever grateful!

Anyway, that's all for now. Progress was kind of halted and will be halted for a week which started last month. Basically, I'm not earning as much from Patreon recently so the first week of the month goes to local side work. Divine Arms still get 3 weeks of dev time, though!

So, for you guys who keep supporting me, as always, I love you and thank you!

-kReig out!

Progress report - Feb 2025

Comments

W000!!!

0pwaffles

Awesome!

sigmatrooper

Thanks for the whole transparency!

laplongejunior


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