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Greetings! Welcome back to another weekly dev log, let's see what's been done in the last week! New Level Generation This week I experimented with some different algorithms to try and make the levels of Lands of Crown feel more compact and close-knit, rather than a wide open area with buildings in it. I felt it was too easy to get away from trouble, and NPCs would be less likely to be seen and interact with one another if they choose to walk to some corner of the map. I'm still tinkering with the system, but I am happy with the results that I achieved. What happens is that many of the open regions in the level are filled with walls, leaving these small hallways between the various buildings. I'll have to make some additional art for these new walls that will exist, as I don't want the regular walls of the level to be dividing the town up, as I feel that doesn't make too much sense in the context of a village. New Animations I've also been working on reworking some of the animations in the game to make them feel more fluid and bouncy, as I felt the game often comes across very rigid and flat. Hopefully these new animations make the game feel more fun, as well as provide more insight into what is taking place. For instance, a potion/bomb that is about to explode may stretch and squash as well as blink, allowing the player to recognize the movement even in a crowd of items and characters. Unfortunately, this week, as you can probably tell, I have not had much time at all to work on Lands of Crown, as I've been very busy with University. I apologize for the lack of content, but trust me that I'm always thinking about Lands of Crown. Thanks for reading, and as always I look forward to hearing from you. Until next time, aGoldenFly
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