Summary:
In which waiting continues; mana-charging acquires an effect; a "realm" for prototyping is made; two new combat-spells are there prototyped; a save-game pack is begun; and a bug is fixed.
Greetings and salutations!
This week's screenshot is an animated gif, showing a new testing-module created in the week just past:
As you may gather, the week just past was less fallow than those previous!
To start with, the wait continues on both the lawyer and audio-engineer fronts; the former is just a matter of holding on until I hear again, while the latter I am attempting to address.
But I said in last week's blog-post, I believe, that I wanted to no longer sit on my hands, and in the week just past I acted on that.
For one thing, I added one small piece of polish, providing an effect to show that an object is receiving mana from a mana-crystal:
And for another, I started prototyping some new combat-spells.
But if I recall correctly, I didn't want these new spells to interfere with the demo, and further considered that it might be useful to have a separate area in which in general to conduct testing.
So, my first step then was to make an entirely new "module": a separate "game" that can be loaded from the main menu, much as I have in mind to do with DLC adventures.
This "module"--the "Testing Realm"--contains just a single solar system with a single, small moon, which in turn (currently) just has a single, simple level. The module's startup-script then adds whatever testing-elements I want: some enemies, prototype artefacts, and so on.
You can see the result in the first screenshot above!
As to actual prototyping, I have thus far put together two new combat spells: (Neither of which yet have proper visuals, please note.)
The first is a new summon, essentially a mini-"turret" that follows the player around and shoots at nearby enemies. It's not very powerful, but it may add to the player's firepower a little:
The second combat-spell is a straightforward projectile--save that it operates backwards in time.
When fired, it appears at its maximum range and flies towards the player, "tagging" enemies that are struck along the way.
But no damage is done when it so "tags": that happens
only if the player then "catches" the projectile, providing to it an origin and thus completing its retro-temporal journey.
It's a tricky spell to use (especially as walls do stop the projectile)--but it's also devastatingly powerful, with the highest potential-DPS thus far, I believe.
In other matters, if I recall correctly I started--but didn't finish--the process of making a set of save-games to be included with the demo.
And finally, I fixed one more bug related to saving-and-loading, I believe!
That then is all for this week--stay well, and thank you for reading! ^_^