Welcome to Devlog 21 of Tales of Elondria. After being a lazy adventurer for a few weeks, I’m finally back with weekly devlogs, meaning weekly progress :).
Load Game Feature
This week was productive for the game, but there wasn’t a lot to share, to be honest. I finished implementing the load game feature, meaning players can now save and load their game. There are still some issues I need to work on, but at the moment, since I’ve been busy with the save/load system for almost a month now, I’ll continue with the next feature and revisit the loading problems later. Well, there is only one problem actually: everything loads except the day/night indicator, and the sun. So if you save the game at night and load it again, it will be sunshine everywhere. But as I said, I’m planning to revisit that later.
Lighting Decisions
I did some R&D on what lighting to use in the game. I was using 2D lights and was wondering what I could achieve with 3D lights, etc. Long story short, I decided to continue with 2D lights.
Time Mechanic Bug Fix
Another thing I did this week was fix a bug with the time mechanic in the game. If I paused and played the game multiple times like a maniac, time would stop passing. So, I fixed that. Also, while testing the game out, I realized that the days were too short (around 4 minutes), so I changed it to around 20 minutes so that the player can actually have a chance to experience the day.
Version 0.1 Complete
After these changes, the biggest announcement of this week is that Tales of Elondria version 0.1 is now complete! YES. Now I’m moving towards version 0.2. I’m super happy with the progress and the status of the game. Even though it’s not playable yet, I’m happy with what I’ve achieved. After version 0.2, I think it will feel more like a game since I’ll have the combat mechanic.
Anyway, thanks for reading so far. Talk to you next week!