Aeges Road Weekly Update
Well, last week was certainly one of my embarrassing moments. After the post, I began to reread the rules to ensure I was finalizing things properly when I realized I still had another month left for development. So, development is not yet forking, and Keszin will be in the final contest deliverable.
So, I finished modeling Keszin and got him plugged into the game. Next is Jade whom I haven't started on yet. Aside from art, I got a few new things plugged into the game. The bow now has a new “Stun” attack which renders an enemy useless for a round. Stats and skills have been tweaked a bit for improved balance, and the difficulty has been turned back down.
A few more UI improvements have been made, but these have been temporarily halted due to a technical error on my end. I have also found that cave walls won't work for house walls in open terrain, so I will be working this out soon. Enemy spawning is on the agenda for this week, as well as making V-sync optional in an attempt for better G5 compatibility.
So this week, there will once again be no new alpha, I wrote more bugs than I fixed this previous week.

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