Summer 2021 Update and Plans
What's changed in this version
- Filed down some of the rooms to hopefully make the layout more memorable.
- Added a widget that displays what floor you're on after using the stairs.
- Opening the inventory, the settings menu or talking to NPCs now actually pauses the game. Considering how easy this ended up being, I wish I'd done it sooner, but better late than never.
- A few minor tweaks to enemies that (probably) will only appear in the first area.
These are mostly just small fixes and improvements based on feedback I've gotten. There's no new content, but I figured I might as well release a more polished version of the demo. The filesize is smaller because I had the sense to trim anything unnecessary from this build this time.
Future Plans
Here's the planned structure of the game:
- Tutorial/prologue area
- A hub town
- Two areas that can be completed in any order
- A fourth area
- A second, more complex hub
- Three more areas that can be completed in any order
- (maybe) an assortment of smaller areas that add up to a whole region
- A finale
So the total size of the game would be ten to twelve times the size of the tutorial area. This will take a long time, but I think it's achievable. The amount of effort and problem-solving it takes to create new assets steadily goes down, and an individual room is relatively quick to build.
Current Goal
The goal is to have the first four areas fully connected and playable. If I'm inspired to work on a different part of the game, then I will, but I've at least got a concrete goal set.
Files
Get The Knight in Lavender
The Knight in Lavender
2D "Zelda Souls"
Status | In development |
Author | Duncan_Belfast |
Genre | Adventure, Puzzle |
Tags | 2D, Controller, Pixel Art |
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