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.
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 Citadel
Issues 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