Hello everyone, SwordScript here! No update today, but I do come with news. Due to a bit of a writers block I’m going to be taking a few days to cool off and come up with fresh ideas. Any suggestions are welcome, and I will do my best to take them into heavy consideration. Thank you for your continued support, and that will be all for now. Once again I hope you all enjoy your time in Citadel and I am looking forward to hearing about it!
Hi all! So it turns out I was gone for more than a “few days” to cool off
Seems I’ve been gone for 8 months! Which is a bit longer than I wanted to say the least, but it doesn’t mean I’ve forgotten about this community! This is my first ever game and I am committed to finishing it! Meaning I am going to try and bring back regular updates when I have the time. My biggest issue right now is planning ahead, and not just adding things on impulse, which is why the new updates will likely be smaller as I spend more time planning what direction I want the game to go! Still having a bit of writers block, so any suggestions are appreciated. I cannot 100% guarantee they will make it into the game, but I can guarantee I will take them into consideration. That’s all for now, thank you all!
White Knight companion will now attack enemies alongside the player
New Enemy: Corrupted Knight
And that’s all for now everyone! Thank you for reading, and I sincerely hope you have a fun time with Citadel! Again any feedback is much appreciated and encouraged, I will do my best to implement all major complaints in order to maximize the experience.
Still trying to buff out some minor bugs and issues, so if anyone has any feedback when it comes to play-testing it would be greatly appreciated!
When reporting on an update be sure to include gifs/images! They’re a great way to visualize your work. Personally how I do it is use a screen recorder → Adobe video cropper → Ezgif video to gif .
I haven’t made much progress when it comes to level design, but I’ve re-coded both the player character and slime from top to bottom including fixing some animation errors with the player (I have also added a brand new enemy featuring a new dismemberment system). I have temporarily removed the tutorial because the game works differently now and I must remake it, but I believe the game (combat in particular) should feel much smoother now, and I could use some feedback. Since there is no tutorial right now I will tell you the controls here (don’t worry I will be adding the tutorial back in once it’s finished).
Attack = “S”
Dodge Left = “A”
Dodge Right = “D”
And that’s all for now everyone! Thank you for reading, and I sincerely hope you have a fun time with Citadel! Again any feedback is much appreciated and encouraged, I will do my best to implement all major complaints in order to maximize the experience.
Still trying to buff out some minor bugs and issues, so if anyone has any feedback when it comes to play-testing it would be greatly appreciated!
I have deleted and re-coded the player character, and slime enemy from scratch to make them feel much smoother, and minimize bugs.
And that’s all for now everyone! Thank you for reading, and I sincerely hope you have a fun time with Citadel! Again any feedback is much appreciated and encouraged, I will do my best to implement all major complaints in order to maximize the experience.
I like the art soo much! The animations could use some work though, like the walk animations for the player and the white guard guy look kinda goofy and their idle animation is pretty silly since it looks like their staring right into your soul
I appreciate the feedback! Is there any specific issues you have with the combat? Id love to make some tweaks in order to maximize the experience!
As for the idle thats an easy fix, and i agree. The running animations are a pretty low priority right now since they are serviceable- but i will probably remake them eventually like I did the attacks
Yup
Also about the combat, I had no idea I could dodge roll. Also when attacking the weird one-eyed slime dude he would stay in the same place whilst being hurt which feels pretty weird since most games have some form of knockback when it comes to swords and melee weapons
Ah I see! That would be because I just added that enemy and he simply doesn’t have any knockback yet since he’s a scripted death. Every other enemy has knockback, and the dodge rolls will be taught by your companion (the white knight)
Many bug fixes including issues that would cause repeating dialog, and for your companion to stay still, not flip, or not notice you
Damage effect tweaked to feel less sluggish and not stop you from moving for long
Improved attack switching
More new dialog dependent on name choice
And that’s all for now everyone! Thank you for reading, and I sincerely hope you have a fun time with Citadel! Again any feedback is much appreciated and encouraged, I will do my best to implement all major complaints in order to maximize the experience.
And that’s all for now everyone! Thank you for reading, and I sincerely hope you have a fun time with Aeternus! Again any feedback is much appreciated and encouraged, I will do my best to implement all major complaints in order to maximize the experience.
Much appreciated! A big issue I have with the game is that it doesn’t look all that great, so I’m going to be putting a lot of work into fixing the lighting, animations, atmosphere, background, etc