And here's you regularly weekend progress update:
- The big thing for this weekend has been the results from the latest pixelart commission. I'm still in the progress of implementing all the new objects and tiles, but expect to see more new content soon.
- Aside from that, I've started the progress of further tweaking and implementing the mountains from last time. As you can see in the screenshot I've switched over to a darker pallet in order to make other objects stand out more. I'm still in the progress of trying it out in the different daytimes and worlds, but I'm pretty happy with the results so far. It also nicely allows for transitions into the darker top soil, that I was already using in other areas. So that's another challenge dealt with like this. (Although I might still use the earlier colorpallet in one of the other locations eventually)
Oh, and finally:
I've been looking over my development schedule again. The mountain tiles really held things up, but now that they are done:
I'm expecting demo 2.0 to be completed and released early to mid december! So look forward to that!
PS:
A few health related issues have come up recently (and I will be missing a week of work in november), but that's been factored in already.
Progress report:v0.27.109 (27 oktober 2023)
* Tweaked mountain tileset and started implementing in full overworld
* Started pixelart commission review process
v0.27.110 (28 oktober 2023)
* Reviewed, tweaked and started implementation latest pixelart package
v0.27.111 (29 oktober 2023)
* Completed review new pixelart package
* Implemented several new overworld and cave tiles
* Fixed error regarding returning to holes hidden underneath tall grass
* Tweaked overworld tiling
* Made it tiles underneath cut grass undiggable
* Implemented various new overgrown garden archways
* Implemented new visuals bomb pickups
* Recalculated business case slightly