Added a lot of visual fixes to props and background tiles.
Also fixed up a good deal of map visuals and map layouts.[/h3]
[h2]GAMEPLAY[/h2]
[h3]
After we sent out the new build to our QA testers, well, they came back with a LOT of map bugs, programming bugs, etc.
So we've pulled near all-nighters the last few days and I'm happy to say we've ironed out all the bugs, and have sent off a new build to the testers.[/h3]
[h2]STORY[/h2]
[h3]
Cutscene scripts are, unsurprisingly, still being worked on.[/h3]
[h2]AUDIO[/h2]
[h3]
Work continues on the 42 ending songs; 20 are left.
Casting for the remaining cutscenes is continuing.[/h3]
Weekly Progress Report #16 for Future Fragments
[h2]VISUALS[/h2]
[h3]
A few updates to some visuals here and there.[/h3]
[h2]GAMEPLAY[/h2]
[h3]
Finally, the game is now playable from start to end! (minus cutscenes, stealth/lab area, and the true final boss)
Additionally, the final version of the intended Ice Charge Shot has been implemented; you can see stills of it to the right.
The new Ice Charge Shot travels in an arc; the longer it’s in the air, the more damage and the bigger the explosion radius.[/h3]
[h2]STORY[/h2]
[h3]
Cutscene scripts are, unsurprisingly, still being worked on.[/h3]
[h2]AUDIO[/h2]
[h3]
Work continues on the 42 ending songs; 22 are left.
Casting for the remaining cutscenes is continuing.[/h3]
Weekly Progress Report #15 for Future Fragments
[h2]VISUALS[/h2]
[h3]
All 21 Ending CGs are completed! Blurred them per spoilers.
The Gold Databank CGs are being workd on now.[/h3]
[h2]GAMEPLAY[/h2]
[h3]
The programming for the Stealth Section is complete.
The "Laboratory" section is also complete.
In a few days, the game (sans cutscenes, true final boss, etc.) should be completely playable from beginning to end![/h3]
[h2]STORY[/h2]
[h3]
Cutscene scripts are, unsurprisingly, still being worked on.[/h3]
[h2]AUDIO[/h2]
[h3]
Work continues on the 42 ending songs; 24 are left.
Casting for the remaining cutscenes is continuing.[/h3]