Summary:
In which writing is done for the codex; the number of codex-entries is reduced; the liche gains a new effect on death; the effects and camera-work for teleportation are reworked or polished; new accessibility options are added; and some video options are implemented.
Greetings and salutations!
This week's screenshot shows some new accessibility options:
The week just past was one of those "miscellany" weeks: A week in which a number of different aspects of the game saw work:
I mentioned in last week's blog-post, I believe, that I had begun filling out the codex. Well, in the week just past I both did more of that--and actually
reduced the codex!
Regarding the former, in the week just past I sat down and wrote or edited a number of entries for the codex. I have a few yet to be written--those for the moons, specifically, I believe--but I think that I have at least a draft of the majority!
However, I also realised that I had some problems, if I recall correctly:
For one, I wanted codex-entries for NPCs to be found within the world--but this made less sense for artefacts and upgrades, producing an inconsistency in the gaining of entries. For another, I wanted to have an effect and title be displayed on gaining a codex-entry--but in the case of artefacts and upgrades, these clashed with the effects and titles already associated with those. And finally (that I recall), there didn't seem to be much to say in a codex-entry about the upgrades, specifically.
So, in the end, I took the decision to cut the codex-entries for artefacts and upgrades. (With some of the writing already done for them being transferred to one degree or another to relevant NPC-entries.)
And with that done, I implemented the display of an effect and a title on gaining a codex-entry.
Speaking of effects, in the week just past I added two new ones:
First is a simple effect added to the "death" sequence of the liche: the undead sorcerer's soul can now be seen passing on after their death, a black shade that reaches out to grasp at the living world--but in vain.
And second is a reworking of the effects used for teleportation: Now a "tear" appears at both the source position and the destination, rapidly shrinking as the fabric of the world mends. Furthermore, the "rings of light" effect already in place has been polished.
In addition, in teleportation the camera now translates from the source position to the destination, providing a smoother segue than the immediate skip that was previously used.
As the first screenshot above shows, I also did some work on the game's options in the week just past.
Previously, I had only two gameplay options: sliders for each of "game speed" and a controller "dead-zone".
Now there are two more: accessibility options that allow the player to halve the health of one or both of general NPCs and bosses.
(Also visible in that screenshot is a revision to the appearance of the "reset" buttons used by sliders, as well as some changes in the spacing of the options.)
Not visible in that screenshot is that a new page has been added, this one for video options.
Specifically, this page currently holds two options: one by which the player can select a window-size, and one that allows the player to toggle to and from full-screen. (Both of these were taken largely from their implementations in
A Door to the Mists.)
And finally, a number of things were done in the week just past that don't seem worth detailing here: a reduction to the in-game size of artefacts; some reworked map-icons; and more besides!
That then is all for this week--stay well, and thank you for reading! ^_^