Aztoragarri - Final release Devlog 2


Bon dia, everyone!

Welcome back to another Aztoragarri Devlog, once again, a bit later than it should. I really ought to stop procrastinating. The most relevant changes and advancements done in the month of October are the following:

Gameplay:

First, it is important to understand that the enemies in Aztoragarri will be divided (without counting bosses) in three main groups, for the time being; Demons, witches and human enemies.

-A new demon enemy type has been developed, the "Strong Demon". Fairly larger than the base demon enemies, which translates to reasonably greater health than them, and deals more damage when attacking, as well as having greater knock back power. Essentially, a lite version of the first in-game boss, Amon*. AI wise, it functions pretty similarly compared with the base enemy; has normal melee attacks and a ranged attack consisting of throwing a rock. The idea behind this enemy was to have a bigger thread from time to time, as fighting normal demons may become a bit easy, specially when acquiring more powerful weapons.

-The base witch enemy has been developed as well. Witches will be rarer enemies than demons, and will appear mostly in the areas of the old Basconia* and its surroundings. They have greater health than the base demons, and will be the most dangerous enemy type in the game. Their melee attack pattern is similar to that of the rest of the enemies, but they have a great variety of ranged attacks that consist of;

            -Casting a single, high-damage projectile-type spell.

            -Casting a sequence of low-damage trace-type spells that will damage the player unless they are behind cover or break line of sight with the witch.

            -Casting a repelling spell that not only will damage the player, but also push them back considerably (this will only be executed when under a third of health).

Additionally, witches are able to teleport in combat, usually behind the player as a way to ambush or distract them. 

Other minor changes have been done as well, such as adding new attacks to all enemies, improving the AI, making the player's torch battery last longer and a few bug fixes.

Story:

During the month of October, the development shifted considerably towards advancing the story. The entirety of the town of Jaca has been modelled, decorated and all the puzzles programmed, leaving only background decorations and level-specific programming to be done. The relevant structures that have been implemented are; the school, the hospital, the Jaca Fortress, the sewer system and, of course, a few explorable houses and the city walls, although these will not feature any progression-related content.

The main section of the second chapter is close to be finished, and I expect to have almost concluded the second chapter of the game for the next devlog.

I will leave you, once again, with a few images.




If you wish for a more in-depth explanation, you may see the YouTube video linked below. 


Many thanks, and I hope life smiles on you. 

Bona nit!

Files

Aztoragarri - Overture Trumpets Demonstration
External
85 days ago

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