Few months passed since the last update but I finally made my appearance to write another lengthy blog post to cover up for last few months – last two content update to be more precise. I hope you all had a great time meanwhile.
As you know, my life got a bit busier in last year and when I have free time available I work on the game instead on blog posts although there is a lot to write about (development, progress, tutorials etc.) but I promise I will find more time for blog posts.
Content:Content Update 6, Content Update 7, MAC Build in progress
Hello again everyone after a long pause. I hope everyone is doing fine and your Halloween preparations are in progress, however you’re going to spend that tiny holiday.
I was working hard in my free time to produce a content update for the Courier of the Crypts containing 2 new maps but sadly I’ve only managed to release a small update with changed Cathedral map ending and Halloween themed main menu screen (and some fixes here and there). Last releases weren’t as polished as I wanted them to be so I’ve decide to slow down a bit and rather release better stuff than lots of poorly made content.
2 new maps are both almost finished so you can expect new content update soon. Now, if you don’t have anything do to on the Halloween, why not give a Courier of the Crypts a go? If you don’t own it, it’s 20% off on Steam;)
Two weeks passed since the last DevBlog update and I’m sorry for that. I’m sure lots of you are waiting for more updates on Steam release since you’ve preordered the game and I have some good news about that as well.
In this development blog post:
AOE damage implemented
Reservoir map update (map from the early demo preview)
I have some great news for everyone that kept dying and cursing in the Courier of the Crypts demo preview – checkpoints! I’ve implemented them and they are working now more or less. I also have some great news for those that don’t like checkpoints. Matej did an impressive update on the portraits as well.
In this Development Blog post:
Checkpoints and all the problems I had implementing them (technical details)
Consequences of dying and respawning at the checkpoint
Here I am with another update from the development. There was a weekly pause with the gamedev because life kicked in, throwing some ugly stuff in my face. Next to that, studies started and I’ll be away for almost 2 days every week so I can finish the last exam and execute fatality on the final thesis. Don’t worry though, that’s not a barrier for the game.
In this Development Blog post:
Main menu / options progress & updates (screenshots)
After pre-order preparations I moved on with the development and made quite some progress. The most noticeable is crypt map selection screen design which I’ll be implementing in the next week. I also did an update on the main menu options and other minor detail additions.
Check out animated version here
This is a tiny piece from the new map that I’ve started to work on. Players will venture into the Crypt jail cells where they’ll learn more about the cultists and their agenda. You know, crypts doesn’t really need jail cells in the first place but cultists does.
Hey everyone! First of all I would like to wish you all a happy new year:D
I haven’t posted anything in a while because I was still relaxing and working on the game or better said engine in silence. There isn’t much progress game wise but due to changes mentioned in the previous develoment post I had to reconstruct some stuff along the way.
You may have noticed that I didn’t use Wednesday Recap in the title this time and most likely I won’t be using it again in the future because it doesn’t make much sense if I always miss wednesday, even if for just few hours.