Updated Menu UI! Aside from graphical changes, you can now clearly see your Bytes, Astrotech, Skill Points (NEW addition, see below) & Max number of shields!Īt the end of every battle, you will obtain skill points depending on your Battle Rank. Updated Regolithia map, updated backgrounds, textboxes, High Quality Character portraits, and new sprites! (The Regolithia landscape that you can walk on is actually hand drawn by me, (It took several iterations grr.) and was an artistic choice that I really really wanted to incorporate! TA-DA! Here's the CRUNCHY new titlescreen! OH, forgot to mention that the game is now in 16:9 aspect ratio! Heh Here's some of the cool stuff we'd like to show off for this devlog: Now then, the transition to GMS2 introduced a huge wave of Quality of Life improvements, graphical updates, and Battle Mechanic improvements for LunarLux (THE GAME IS EVEN MORE GORGEOUS AHHH IM SO PROUD OF THE ART AND VISUALS). If you're wondering what I've been up to.well, I went into the hyperbolic time-chamber (DBZ fans i c u), and trained rigorously taught myself how to use Game Maker Studio 2 !!! (The same engine UNDERTALE was made in ! Gahhhh Toby Fox is such an inspiring developer, what a legend) Anyways, ever since the RPG Maker demo of LunarLux was released, I've gained some very valuable experience and feedback thanks to all of you! Your encouragement and hype has further fueled the fire of my determination to make LunarLux an amazing game! (Wow that was corny) And thus.for those who may not know, LunarLux Chapter 1 is now officially being made on the GMS2 Engine! It was no easy task transitioning from RPG Maker to Game Maker Studio as the learning curve seemed quite daunting for the team at first (mostly for me haha).BUT.WE DID IT, WE MADE IT, and development of the updated Chapter 1 demo is steadily on course to completion! (No confirmed release date yet though) We've decided to start posting monthly devlogs showcasing the major highlights and updates we've made to LunarLux! We've been working really hard on ironing out our story and organizing the scope for the project so that we can fulfill our vision for the game!
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