Been working on some things for sometime now (when I had the free time
).
The player can see whether they can load a save or make a new one. The basic load/new file will text will be changed. Game can check for a saved file in your game folder now. Other options regarding Achievements or hidden unlockables will also be added soon.
*Note* The player can cycle through the 5 menus using ALT or CTRL keys, some screens show Shift left and right, this has been changed.
That achievement system I had an idea about a while back, managed to create own that pops up smoothly and fades out. The achievements awarded to the player can persist in current and new game, as long as
A: the file for the save is visible and
B: the player saves at some point to keep the achievement permanently. There is an option to wipe the achievements earned in the title screen.
The achievement inventory screen needs a bit of work, it is just the first page, each page will have a total of 20 achievements, total being 60 for now.
Collectible Inventory, items, mainly minerals the player has found so they can take to a blacksmith to upgrade some of their equipment. Hammers and a Lv. 2+ bomb allows the player to collect minerals while an upgraded hammer will allow the player to find the best minerals possible, i.e. diamonds and steel. Inventory remains locked until the player gets a Mineral Backpack in game (which can be upgraded). Golden Leaf Tokens can also be found if you have this item, and Golden Leaf Tokens can be donated in Mailboxes so increase unlockables in shops, stores, inns, etc.
All items that appear after player gets the Mineral BackpackEpona works perfectly now. What has changed is some strong attacks can cancel the player's use of Epona, and the player can use Epona via button key on the keyboard, if they have her unlocked. Epona can only be used in large field areas, not inside caves, houses, etc. Epona no longer has infinite run speed, and when she reaches 0, the player has to wait until the bare fills back up in order to gallop faster using S key on keyboard. (Galloping into the water will cancel the effect immediately).
Player deaths will now count every time you die, but this will show after the game over and will only affect an already saved file, not a new one.
The map can no longer be used as it was before (unless indoors) when it comes to overworld. The map now zooms WAY out, showing the room and the player's location in the room. That route I took spriting the rooms individually I stopped, and decided to just zoom out the room. Just need to tweak it a bit because it has a funky vibe on "in view" objects.
Free-View-Mode is also added. Pressing J will hide your HUD and allows the camera to move slightly in front of the direction the player is going. It cancels out the player's ability to pause the game unless they toggle the mode off using J key.
Player can now get double defense from eating food, but eating is limited for a period of time after eating 3-4 times.
courage points is a hidden value for the player who gains double defense so every 25 seconds if the player takes damage, they can heal, as long as double defense is active. An indicator is the blue overlay bar on the stamina bar that shows the player how much double defense stamina they have left.
Gold and Silver Treasure Chests. These chest contain special items and they can only be opened using keys respective to their colors. Keys show up in your collection inventory along with the minerals and they are very hard to get ingame. They can be found by completing side-objects that is found by the player, it is not given by an object or npc, so these keys are found by mere chance.
Other then that, tons of bug fixes and a lot of stress testing. Game no longer crashes on Windows 8/Windows 8.1 due to sound issue.
Some graphics changes too. Still working on some other sprites that take time to make and so forth.
As a new demo, I may be able to showcase it for NCFC, but like a portion of it for just the dungeon only. I have NPC object parent running unique codes that react to the setting and day ingame, and it will take some time to get them going for small side-missions leading to the dungeon. The revamped dungeon 2 and 3 now have multiple endings (2 good and 1 perfect). Dungeon 4 and 5 still being tweaked a bit with a new story and layout.