Whoops, I'm getting quiet again. I know how to fix that: a new update! Also, I want to try something new with this post. I've still been working on the game, just focused on more nitty-gritty details than full-blown new features or bug fixes, and creating more pieces of content for the game. Which is definitely important too! There's no sense in having all these fancy gameplay features if there's nothing to do with them, or having any kind of wider story to everything.
Smaller update today. It turns out I apparently never fully configured Weebly properly when I first set the new site up, to include properly configuring the G-Suite stuff. In other words, my @templargames.com addresses weren't working. Additionally, I wasn't receiving any notifications if anyone filled out the contact form. Sorry about that!
I've finished the configuration process, and got the email stuff fully functional again (which took way more steps than it should have). There's some under-the-hood improvements for my site admin stuff, but on your end that means the contact form works again, and I'll actually get notified if someone fills one out. So feel free to drop a line! I should add, though, while I'm honored to be contacted as a potential employer, as a one-man operation I'm in no position at this time to offer employment or internships. Certainly, if you want to share some profile work for future reference should a need arise, I'm happy to take a look, but that's about the best I can offer right now. If you're interested in doing game dev work specifically in Michigan, though, I would definitely head over to https://michigangamestudios.com/ for a pretty comprehensive list of all the indie studios around the state. There's a lot of great folks in the scene, and we're always excited to meet new people! I've been working on some new systems to allow for some dynamic weather effects, as well as improvements to lighting and other ambience effects. Let's take a look!
In addition to the level-less progression system and improving equipment, your characters into Unto the Breach can grow stronger through additional means, namely the Skill Mastery and the Proficiency systems. Let's take a quick look at each!
The combat system continues to undergo further improvements, adding more feedback to the player and implementing a bunch of under-the-hood changes. Hooray for progress!
The latest rundown on progress covers developments with both the battle system and some of the playable content of Unto the Breach. Let's take a look!
Continuing my series of articles looking at various gameplay mechanics, and tying into the previous update about the Status menu, let's take a look at character stats and parameters!
Work continues on fixing up the UI some more, and as part of my efforts to provide players with the most information possible on what's going on, I've made some changes to the Status menu, among other things.
I'm going to start doing some short articles to explain some of the gameplay systems in Unto the Breach, with the hopes they'll help players understand everything that's going on. There's a lot of different topics to cover, so let's get started! First up: equipment and loot!
Well, let's try to start this year off right, eh? I'll try to do some semi-regular updates on the game's progress, hopefully every 1-2 weeks. So, here's a quick look at some interface improvements I've been making.
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