Hey Everybody! No update this week due to me being afflicted with a severe throat infection. Instead, here is some old art that Radiostorm threw together for Unearthed waaaaaaaaay back in 2008. This was long before the game’s development officially began, and I was just tinkering around with PK Hack for fun.
Mitchell hasn’t really changed much since this sketch (dynamite excluded), but ISAAC was totally a Skeets rip-off at this point. Naturally, they are fighting a gross jelly because that is what good RPG protagonists do!
I’ll be back in commission next week, so expect a proper update on Monday.
I managed to get quite a bit of work done on enemy abilities this week. The progress has been quick! I have even made a quick little video to show off some of the work thus far. Keep in mind, the raccoon pictured here is just a placeholder enemy. He doesn’t have wings, nor is he radioactive.
- Implemented roughly 50% of all enemy animations and flavour text.
- Fixed a handful of incorrectly assigned abilities.
There are quite a few new abilities in the game, ranging from re-skins of existing attacks to completely new ones. I’m currently working hard to make each one animate properly, and display interesting flavour text.
I actually may be done in a week or two! After all the abilities are working, I’ll start assembling enemies. This is a lot of work but should go quickly, as I’ve already laid all the groundwork for battle actions.
I’ve reached a fairly significant milestone this week. All of the game’s items work now!
- Implemented (and tested) every single consumable item.
- Implemented (and tested) every single battle item.
- Created animations for applicable battle items (see above).
- Fixed a couple tiny item glitches.
Last week I mentioned that I was going to tackle things in this order: Items > Abilities > Enemies. Well, with items being complete, I guess I’m moving on to abilities!
Just to be clear: I’m actually already done configuring a lot in regards to abilities. Every move that Mitchell and ISAAC can use is complete, and so are any blue magic related attacks. In fact, all of the abilities technically work right now, they just need to be configured to say the proper flavour text. There is still a lot to do, I just want to emphasize that there is some groundwork in place already.
Note a lot of big news this week. I’ve been mainly bug-testing items, and getting items to work in the ways they were planned to. Unglamorous, but very necessary!
- Tested (and corrected) attack values and stat boosts for all weapons.
- Tested (and corrected) defense values and stat boosts for all armour.
- Began testing and implementation of curative item abilities.
Item bug-testing is slow, but pretty soon all the items in the game will be done and I’ll be able to move onto more interesting things. Items > Abilities > Enemies is the basic work-flow I’m aiming for.
I may start cutting back updates to once every two weeks, since there really isn’t a lot to show during this process. I also may bring back the Unearthed Almanac series, to show off interesting sections of the game’s world. It is a bit more interesting than the ordered lists that dominate posts such as this one.