Weekly Dev Log #20


Programming Department

  • Level Editor Stuff
    • Made snap to grid the default mode in editor
    • Made it so no objects can be added in an invisible layer
    • Modified export files so they are closer to the final code files for a level
    • Refactored internal database structure
  • Fixed a bug that made some parts of adjacent sprites in a spritesheet to show up during animations
  • Unharcoded some values
  • Added a library for making strings that fill up over time
  • Added tools to reuse animations in battle app, it will be used mainly for the hurt animations of some enemies for multi-hit moves
  • Implemented new move of the main character
  • Added a continue button to the main menu
  • Created loading app to load a bunch of stuff during pauses so the player doesn't find out they are on a loading screen
  • Refactored a bad implementation of time comunication (I'M SO HAPPY BECAUSE OF THIS, ITS BEEN HAUNTING ME FOR MONTHS)
  • Made camera movements of a move in battle to take into account if the entity performing the move is an enemy or an entity
  • Implemented support move for characters
  • Fixed funny bug

  • Added Controller support to the game FINALLY ITS BEEN LIKE 7 MONTHS

Art Department

  • Updated debug tile so its more pleasant to look at
  • Finished animation for a battle move of the main character
  • Created hurt sprites for both main characters
  • Adjusted enemy battle sprite
  • Created 4 new assets to use in the world

Design Department

  • Created structure of Lander home

Music and Sound Department

  • Created sfx for when you go from one room no another.

Writing Department

  • Fixed writing mistakes during first cutscene

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