Dev-Diary May17

2017-05-01 04:37:56 by SilverStitch

Hey everyone! Hope you all had a great Pico Day! :)

Despite plenty of distractions and other commitments, I managed to have a pretty productive month!

With the Demo, I completed the Combat section rather quickly which was nice! This includes major modifications to the combat mechanics in the engine. That was the last major section to complete, with only one more small section and an additional extra section to finish up. I also managed to crush two of the last remaining bugs that have been on my to-do list for an annoyingly long time! Aside from the last small additions and some tweaks, I only have the visual updates to go!

I've made some great progress with my artist for the graphic novel we're working on, with both the story coming together as well as the concept art coming along beautifully!

And I've also been able to run multiple tests on my current card-game, gathering opinions and stats for what I should modify for the next iteration.

I'm very excited with all the projects I'm working on and am looking forward to moving into the production phase for many of them, especially the first game under the engine!

Remember you can get more recent and detailed updates over at my main website at:
Till next time, all the best!



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2017-05-01 14:32:07

What game will you make with a combat system? I have been a medium-time fan, and I know for a fact that your games don't usually involve fighting. Either way, I'm glad to hear of anyone being inspired for their work, keep it up!

SilverStitch responds:

When I was originally writing the engine for training purposes, it had a much larger focus on general RPG before I toned it down to focus on the projects I hope to create. NPCs still have complete combat abilities, though how I use them will be probably very specialised. The player on the other hand now has much tighter 'combat' functions, more to be used as a way to interact with the environment more than anything.
Thanks for your support! ^,,^