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December round-up

December, despite having very little flash, produced a lot of substance, d

don't 

don't take that out of context, i'm on a watchlist now

Nearly all of the game's fundamental code needed to be restructured, so the month was spend mostly doing exactly that. As shown by the header image, the cutscene system got a rework with some upgrades, which is now stored in a fashion similar to (and even slightly mixed in with) dialogue. While this comes with a few downgrades, overall it makes the process much, much faster, and storing/calling cutscenes is no longer the nightmare it used to be.

Secondly, "physics" and collision have been reworked, allowing more complex, multi-floor structures such as this:

On a more polished note, 'brella customization looks like it'll be a thing! This'll be entirely cosmetic, and possibly replace related sound and particle effects too, but at least I can include more little rewards for completing optional content, in this game without upgrades or consumables.

Though there's a few things left to iron out, focus is comfortably shifting towards new content, faster than I've ever done it before.

With this year coming to a close, I would once again express my ineffable gratitude in the support I've received over the course of this game's development, and am incredibly excited for what the next year will bring! None of this would have been possible without all of you ❤❤❤❤

December round-up

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