Man it's been a while.
I've been holding off on making a new update because I like making these when i completed a few things. Recently, one thing would lead into another and i'd end up with six or seven UI pages or scripts half finished and messy.
BUT NO MORE.
I have finally finished phase one of production: in engine set up and UI
that means that, besides touch up and swapping placeholders for final products, i shouldn't really need to open up the game for a while now.
I am a week behind scheduled though, but I guess that can't be helped.
With everything now done, i can finally switch my focus, 100% of my focus, to asset production.
Models, artwork, Proper icons and the like.
I've also been hammering away at the story, trying my hardest to wipe away any and all plotholes that might pop up. That, however, also means that the story is slowly growing longer and longer. at first i thought it would only be 9 chapters. Now I'm up to 11. I'm not complaining, it just means that there's gonna be more to edit and refine during phase three if production.
I'm still worried about the sheer number of things i'm going to have to make but i should (SHOULD) be able to hit my target of a July completion date.
Well, with all that out of the way, on with the list:
-Changed skill tree buttons to add variety.
-Finished quick craft page
-finished equip page
-finished ate/drank/injured critically/ autosave pop up messages
-auto save has been added to the game’s options
-rewrote the opening to the game to give it more of a mythical feeling
-lengthened the 3 chapter again and once again split it into 2 chapters (just so much to play with here that I feel that it would do the story an injustice to just skim over it)
-added in field checks (chests, switches puzzles, that kind of thing. All based on the skill trees)
-added unique “counts” to certain skill progression so now some may require the player to kill X number of foes or collect Y amount of items
-added in skill count check and unlock checks to the record manager
-Added in “Data chips”, collectables that unlock certain skills
-added in “training chips”, collectables that can be traded to trainers for strengthening the characters
-ADDED IN DORIAN (the last playable characters) finally…
-added in Scythia’s work bench (a place where the player can upgrade Dorian’s bike or make unique arrows for Nickolas)
-Added in the guardian assistant so players can now manage inventory, switch party members, rest and heal or have characters “spend time” together
-Can now gift items to NPCs to raise affinities with them
-Biomes properly planned out now
-Active pair page is complete
-Database page is complete
-Personal inventory (and all it’s tabs) is complete
-Mounted functionality is complete
-Guardian assistant UI is complete
-Map page is complete
-NPC interactions page is complete
-Mounted UI is complete
-Scythia’s workbench UI is complete
-Quick switch of equipment is complete
-Quick switch of Nick’s arrows is complete
-Dorian’s mode (normal to combat legs or normal to bike) is complete
Finished Phase One