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LOTLW Devblog #29: Items and interiors

In this entry: Finishing Luma and starting the next task: Adding 50+ new items to the game.

January 3


Added new city assets: - Decorative ferns. - Trash cans. - Merchant stalls. - "Store" sign. - Wall plaques. - Inn sign.
It'll look better when NPCs will be added.

January 4


With street numbers, sturdy benches, variations of pavement tile, and building shadows added, Luma's exterior is complete! Incredibly happy with how it looks!
Now it's the for the interiors. Hopefully, it won't take very long - the interior space is much smaller than the exterior. The library interior is done:
I've also finished placing the floor and wall tiles in all buildings.

January 5


Made solid progress, an entire street is done, it will be finished in a day or two.

January 6


Interiors are done! Kind of... Still need to set a few variables. Since I'm pretty sure the game would crash if I tried to run it now, there are no screenshots for this day.

January 7


Luma graphics are now complete!
Immigrant Guild interior.
Storage house interior. Next step: New item batch. - Gold and amalgam equipment. - Arrow rework: Arrows sold and crafted in bundles of 100. - New alchemical products and materials. - Instructions for new abilities and spells. - Tool for Adventurer class: Metal cutter. - Luma faction items. - Food. - Drinks. Once all of that is implemented, I can add new matter kiln recipes and stuff Luma with knights in gold armor, merchants, decorative NPCs - that's when Luma will truly be completed.

January 8


Started working on the big item update. For day one, the main goal was to figure out how T3 and T4 items would look.
And here are the armor sets! (I apply colors with the code - outside the game sprites have to be discolored) Still needs some polishing, probably. I've figured out the looks for most of the weapons as well.

January 9


Today I have finished making equipment - as I call them - concepts. Now I need to move them into sprite sheets. Here's the move to-do list: - Armor idle sprite sheet (MALE). - Armor walking frame 1 sprite sheet (MALE). - Armor walking frame 2 sprite sheet (MALE). - Armor idle while holding a staff frame 1 (MALE). - Armor walking while holding a staff frame 1 sprite sheet (MALE). - Armor walking while holding a staff frame 2 sprite sheet (MALE). - Armor 1H attacking frame 1 sprite sheet (MALE). - Armor 1H attacking frame 2 sprite sheet (MALE). - Armor 1H attacking frame 3 sprite sheet (MALE). - Armor 2H attacking frame 1 sprite sheet (MALE). - Armor 2H attacking frame 2 sprite sheet (MALE). - Armor 2H attacking frame 3 sprite sheet (MALE). - Armor bow attacking sprite sheet (MALE). - Armor idle sprite sheet (FEMALE). - Armor walking frame 1 sprite sheet (FEMALE). - Armor walking frame 2 sprite sheet (FEMALE). - Armor idle while holding a staff frame 1 (FEMALE). - Armor walking while holding a staff frame 1 sprite sheet (FEMALE). - Armor walking while holding a staff frame 2 sprite sheet (FEMALE). - Armor 1H attacking frame 1 sprite sheet (FEMALE). - Armor 1H attacking frame 2 sprite sheet (FEMALE). - Armor 1H attacking frame 3 sprite sheet (FEMALE). - Armor 2H attacking frame 1 sprite sheet (FEMALE). - Armor 2H attacking frame 2 sprite sheet (FEMALE). - Armor 2H attacking frame 3 sprite sheet (FEMALE). - Armor bow attacking sprite sheet (FEMALE). - 1H weapon sprite sheet. - 2H weapon sprite sheet. - Staff sprite sheet. - Bow sprite sheet. - Head sprite sheet. - Back sprite sheet. - Shield sprite sheet. Now, this looks like a lot, and while It really is a lot, the list is a bit misleading. The most work actually goes into making idle sprite sheet. Once that sheet is done, creating other sheets is a lot easier - I just copy from the idle sheet many times with minor adjustments. Some sheets have their own shortcuts, for example when making attack sprite sheets I don't need to do anything with character legs. I'm ending today's work and this entry with colored armor sets:
Thanks for reading <3


[ 2021-01-09 16:30:32 CET ] [ Original post ]



Light of the Locked World
Aivaras Klimas
  • Developer

  • Michael Jendryssek
  • Publisher

  • TBD - Wishlist now!
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 59  
    🎹🖱️Keyboard + Mouse
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/1097560 
  • Steam Store

  • Light of the Locked World is a fantasy RPG with local co-op and PVP, inspired by oldschool MMOs like Ultima Online and RuneScape.

    The World Gate has malfunctioned and you are taken to Caios II - the Locked World. As you build a new life for yourself, you notice that something sinister is going on. You might be in danger - you must find out whats happening.

    Features:
    Light of the Locked World has all of the beloved RPG features - quests, exploration, crafting, and deep character customization - executed in uncommon ways.

    Combat:
    Real-time, uses only one button to attack, effectiveness is based on equipment stats and players positioning skill.

    Local co-op and PVP:
    Take the game to the next level by inviting another player to play with or against you. You have the freedom to compete for rare items, cooperate to overcome difficult tasks, steal, trade, duel, and more.
    MINIMAL SETUP
    • Processor: 1.2 GHz or better
    • Graphics: 256 MB
    • Storage: 40 MB available space
    GAMEBILLET

    [ 5951 ]

    12.23$ (69%)
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    2.47$ (17%)
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    GAMERSGATE

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    2.25$ (77%)
    21.59$ (46%)
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    7.99$ (20%)
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    3.15$ (74%)
    7.49$ (63%)
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    FANATICAL BUNDLES

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