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Hello once again Chasm fans! We've had a very busy fall and have quite a few things to show off in this update, so let's dive right in.
Battling a Phantom in the dark.
In the last update I mentioned Glauber was working on death animations for all of the existing enemies. He wrapped those up in the early part of November, and then we began working on the final set of enemies that would fill in some of the sections you backtrack to later in the game. I'm proud to say we now have 90 fully animated creatures (including bosses) in the game for you to battle! With the enemy animations completed, Glauber will now turn his attention to animating the final boss battle, as well as some lower priority stuff like the boss intro and death sequences.
Getting pwned in the Arena by a Gelatinous Cube.
Dan has been working away on the last of the large backdrop pieces, and I'm happy to announce that the Arena has been completed! I mentioned it briefly in a previous update, but rather than make the Arena an additional mode, we decided to make it an optional challenge in the main game. If you want to work your way up to Grand Champion and win the grand prize, you'll have to battle through waves of beefed up enemies, as well as a couple unique creatures. The only remaining crowdfunding feature that hasn't been completed yet is the Crafting stretch goal, which we plan to tackle after the new year when we revisit the weapons and items.
The final look of the Map screen.
In addition to all the new content we've been adding in, we've also been doing final revisions to various UI elements like the Map screen. It received a bit of a visual overhaul making it more compact and easier to read, while also getting a couple new features. One in particular we're excited about is items or journals that you may have missed or couldn't reach are now marked on the map with a dot ala Super Metroid.
Translation friendly bubbles, signs and journal entries.
One other slightly less glamorous thing we've been working on is full support for other languages. Many of the in-game text interfaces like the conversation bubbles, journal entries and signs were being manually formatted for display while we figured things out, but now that all the designs are finalized Tim began adding pre-processing routines to automatically format text for each of them. This mostly entailed adding automatic line breaking and key term highlighting, alignment options, and scrolling support. Now it should be fairly trivial to support any Latin-based language!
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