Summary:
In which the final boss may be fully prototyped; a new demo is begun; some enemies gain tweaks and fixes; and a performance issue is addressed.
Greetings and salutations!
This week's screenshot shows a new location! Albeit one not intended for the final game...
The week just past was one of both creative and technical work:
I mentioned in last week's post, I believe, that I had worked on the final boss. That work continued in the week just past--and indeed, I think that I may have the prototype of the boss completed!
It now awaits the opportunity for testing by and feedback from someone other than myself, to determine whether it's ready as-is or whether more development is called for...
Staying with creative work, in the week just past I made a start towards a new demo... o_o
In short, it's designed primarily to show to potential publishers some of the content that has been created since the first demo--in particular a selection of enemies and bosses. Secondarily, it's designed to tease some of the locations intended for the final game.
Plus, it should have the advantage of letting them play with a version of the game that includes recent changes, such as the revision of the use of mana and the rebalancing of weapons.
And furthermore--if all works as intended!--it should provide a demonstration of the game supporting DLC!
That said, this demo is currently not intended to have "proper" assets: I feel that it's not wise to spend too much time and energy on those when they won't represent the actual intended art or art-style of the game.
Instead, I mean to have simple stand-in assets, and to be explicit that they are so.
And it is this new demo that is shown in the first screenshot above; specifically, the nascent level that is visible there is an entryway to the two main parts of said demo.
Here below, then, let me show part of another (very work-in-progress) level, as seen within Blender:
In certain cases, the process of adding the new enemies to the demo--of bringing them into actual production--uncovered issues of one sort or another. Thus a bit of time was spent on tweaks and fixes by which to deal with those issues.
In technical matters, in the week just past I addressed a performance hitch in the Crystal Moon.
In short, the initiation of the combat encounter in that moon has reliably caused a brief-but-noticeable pause in the game. Nothing catastrophic, but not something nice, either.
So I investigated, and the problem seems to have arisen from a confluence of multiple issues. Offhand I recall: A font at overly-high resolution; the sound-system taking up too much time; and the reading of an overly-large texture.
The first and last of those I think that I've noticeably improved; the second I might have an idea for...
And lastly, there were a few things done in the week just past that don't seem worth detailing here!
That then is all for this week--stay well, and thank you for reading! ^_^