Hey y'all, got a second update on this game!
Hello and welcome to Soul Dream: Undesired Shift's second (hopefully) bi-monthly update as we head towards release, which should be around the corner...
Except I've decided to move that corner again to December. I'll explain more in the progress update section, but simply put, I want to be able to take my time and not worry about rushing things.
Anyways, lets get to the first section!
Demo Updates
Going from most exciting changes to least
- Soul Dream: Undesired Shift has now been renamed to Undesired Shift
- Aviary and Evan's HP is now COMBINED - gone are the days of having one of your characters awkwardly left alone!
- In addition to COMBINED HP, there is a now a HP Regain effect where if you attack after losing HP, you will be able to get some back
- Three new enemies have been introduced into the demo that'll (possibly) change the way you approach combat!
- Dendamama has new bombs! Now distinct from your own mines!
- Visuals have been spruced up again, as the worlds have more colour, props and visual variety!
- The mantra icons are now pictographical - no, I'm not explaining what that means
- The Vibe ability now does a bit of auto-targeting if you slightly misclicked an enemy
- A new set of weaker stat Mantras are now available - this is to slow down scaling in the demo
- Certain special encounters are no longer repeatable by changing locations
- The game now loads you from the last position you were standing - no more repeating an area because you quit the game!
- The buff from the Block ability is now visible
- Fixed a bug where sometimes you wouldn't be able to move the characters
- Fixed some sound bugs
- The title screen has also been updated
Progress Report
Alright before we go any further, let me explain the delay.
So far, I've been working on UD since last year as a solo-dev on part time basis. I probably go 5-20 hours per week working on this game and I've really underestimated the effort required to finish developing Undesired Shift early on. I do not kid when I say a lot of early UD development is me de-scoping the game to make it doable for July release and even then it turns out it's still quite a mountain to overcome.
And then of course, I think if you look at UD's development history, a lot of pivoting has gone on to get gameplay, visuals and UI systems right, and that has pushed the release back, for the better at least.
Fortunately, a lot of things are now set in stone and I don't see the visual approach, gameplay and UI changing much from here, and surprisingly there almost half the content for Undesired Shift is done, which means I could release by August possibly, but I'm leaving it for December because why not - what if a horrible bug showed up?
Anyways, enough blogging, lets talk numbers!
Summary
- Story/Script - 98%
- Music - 55-65%
- Locations - 15%
- Mantras/Abilities - 75%
- Characters/Manifest - 30%
- Programming - 95%
Story/Script has been fully reviewed and finalised for the most part! Our scenario have been set and I'll probably won't making any further changes to it. Anyways the missing 2% is in case I do decide to change something
Music is going. I got a sick track I want to share, but it's spoilers, so uh... Trust me it's good!
Location has moved backward somehow. Weird right? It's not so much that the scope has increased, because it hasn't, but the systems and visual approach have changed, and so the locations had to be redone to fit those changes.
While no new mantras have actually been made, adding in the new lower tier mantras should be balancing the gameplay a lot more manageable. The newer mantras will come, but it really doesn't take long to program them
Character/Manifests have progressed somewhat, I got around to getting plenty of reskins in, and fully animated a new boss (albeit he isn't ready to go into the demo yet).
Lastly, Programming...