This is coming early since we’re leaving for a family vacation this afternoon. Which also means I’m not going to have time to finish up the last few things in my current sprint before I wanted it to end, but it’s fine. IT’S FINE.
Getting through sprint 0.1 means the underlying systems of the game are 75% to 80% complete. My current sprints match up with the same content and tasks I did the first go-round with Dawnshadow, so I have a pretty good idea with where I’m going. If my estimates hold true and I keep pace with last time, Epic of Serinor: Harbinger will be wrapped up and ready to release February 2022.
Vector art takes me longer than 8-bit pixel sprites, though. Especially since combat’s animated now.
Screenshot of Sai finding a fleeting shadow
New Progress
Implement resting routine Add damaged animation Add incapacitated animation Pass animation processing from battle handler to individual combatants Add incapacitated handling to battle for Sai and ally Add all Shadowed Citadel map events Add ally death processing to combat Draw ability icons for raptor arts Implement Shackle/Shatter switch and functionality Draw cultist combat sprite Add Change Rows functionality Draw saurian menu sprite Draw ability icons for saurian arts Draw saurian map sprite Draw saurian combat sprite Draw tiny bat combat sprite Implement permanent animation for flying entities Draw megabat combat sprite Implement ability effects Draw hopper combat sprite Save wyrmsblood chest contents at game start Access saved contents from individual wyrmsblood chests Script wyrmsblood events for Shadowed CitadelIssues Resolved
Heal effects can overheal past exhaustion Enemies that kill Sai give their full XP award during the next fight Weapons missing from damaged and incapacitated animations Ally not removed from party after death Raptor missing damaged animation Success rate on Shackle seems suspiciously high CTD if Sai shatters ally, but only from front row