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New roomgen, new icons, blessings

It’s finally conquered


I hope you didn’t miss me too much yesterday, but I’m here with an extra load of updates to start your week off right. The big one is of course Thomas his overhauled roomgen looking fleek now, with plenty of loops instead of just having 2 basic tracks. There are still some quirks and features of course, but for now, we’ve already got a more final version of roomgen, which means that we can also start working on adding a larger variety of rooms.

#BLESSED

William also wrapped up blessings last week, which was one of the final big mechanics that we were missing. As a reminder, blessings serve as an incentive to explore the entire level, as praying at a shrine gives your blessing effects additional power. The video may not be the clearest yet, as we’re lacking actual art for our blessings and shrines yet, but the concept will the following: The player has the 3 big totems in the homebase, where they can change their active blessing (monkey, tiger, qirin). Then, throughout each stage there will be a single shrine (bottom block), that will increase the blessing level (number bottom right of blessing) upon prayer.

Item icons

Until now we always made our item icons ourselves still, and we thought we were doing a decent job at it. Boy where we wrong. We just got our first Fiverr order back with 20 items in total, costing €1.5/icon.

I’ve put them all in the game yesterday and they do look a lot better than whatever we could have made before. Some things aren’t 100% right just yet, mostly from a lore-friendly perspective, but I am ironing those out with the seller still. But this will mean that most likely we will let all the other items in our game be made by that artist as well (that Fulu Talisman is looking really out of place suddenly).

What’s next
Over the past weeks, we’ve let our bug column stack up again, so if we can knock these out, that should be a first priority. Some issues here are still with how our item stats are actually applied, as well as some other inconveniences.

Once those are done, there are a few new gears, artifacts and heirlooms added to the game as part of the sprite order, so those can start being implemented as well, this will do wonders in adding some more variety for our next playtest.

"The art of game development lies in clarity of thought, simplicity of design, and depth of experience”

Marnix Wyns

Producer & Creative Director @ BiteMe Games

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