The Friendly Necromancer Devlog[1]


Over the past week I have been working on my game mostly under the hood. I did however add some houses with a few variants into the game. I also touched up some of the tilemaps, adding different crops. With the houses added it gives the world a lot more details.  I have also added a day and night cycle that may need some tuning, I want to add some light sources to the game. I have also created a Trello board that is now open to the public so that you can see the progress on the game in real time as I am working on it. I decided not to do a video devlog as I do not have enough material for it, but as I record more of my game and the processes I will add that to the video devlog. The first boss has one of its sprites complete but I still need to add it's attack moves. The idea is every time to defeat a boss you get a staff upgrade with one of it's attack moves. I'm thinking the first upgrade will have a volley mechanic.

Bugs I squashed this go around is as follows;

- Fixed enemies not recognizing houses as obstacles while path finding, added the houses to their path finding.

-Fixed a bug where if you die right in the beginning your staff was where you died as opposed to respawning in its original location.

- The roofs on houses near the river had their roofs cut off, it was a simple fix of moving their depth in the layers.

- If you stood right on top of the houses collision box it did not fade, just shifted the area to check to include right on top of the collision area.


Every week I draw closer to releasing the demo, I hope to have that up and running at the start of this summer. 

Trello board to follow my progress is below:

https://trello.com/b/zjJM8IFf/the-friendly-necromancer

Leave a comment

Log in with itch.io to leave a comment.