Home Artists Posts Import Register

Downloads

Content

Hello everyone!

We're back! Thank you for taking the time to stick around.

Let's start with the build then with the news after that.

Well it's been a bit, but we got a build out. We were working on bug fixing, polishing and combat items for the past two months. Thankfully, I think we got a large chunk of it out of the way. We are in a better place to add a few more new code before we start filling up the game with new content.

Coding

Coding wise, we got some bugs out of the way and we found some of the odd bugs that has been hindering the game. We have some unused systems from a old asset that is causing the game to pause for too long. However, this asset is very connected to some major core game systems. So we need to use a fine comb to slowly remove this annoying code. Instead of an instant fix, this will be more of a slow build up over time. We already worked on this and the game feels a bit faster already. Once we fully fix this bug, we might be able to really look into getting the game to work on other platforms. I would love to do a switch version but Nintendo will never let this game be on their platform.

Minle is working away on the combat items, they got the ground done and if things go well we should have first few items in by end of July. Once that system is done, then we will be moving on to finally polishing up the attack system. Right now, the system was redone and it's rather bare bones. (Hence the reason why the damage is all over the place or why armor is also not fully connected. But we got debuffs because of the new work, so worth it! ) We wanted to finish up the item integration to combat before we finish the attack system. Once that is done, combat will be much smoother and will even have some new mechanics in it.

Meanwhile, Chika is still working on the new mini games for combat. We wanted something else for bosses and other enemies than just clicking a button and for the next month, I'll be working on the travel system and coding some events for that scene.

Art

Art wise, we got a bunch of new art, the transiting system got an update. I hope to use that to give the game a more polished look. I've already updated some scenes and it's looking much better. The travel UI and combat UI both got some new art. Finally, got the combat icons down. It might not be the final version but its way better than the test art. Along with that, I added the text value of the bars, I might change the fonts later but for now they work.

I also updated the basic search event pool with both the base and skill tree events. Now, the skill tree isn't always available and will have to be unlocked by finding a goddess statue to pray at. Once you find the town's statue, you will unlock access to the skill tree. Both the camp and skill tree now has a new mini UI interface to show the current stats and/or time of day. That way, you can see the player info without having to go back to the map screen.

Last, the game over screen got a bit upgraded, when you die of hunger, you will get a new game over with a small story. I'll make a neat artwork to go with it. For now, you get some test art.

Annnd that's it for the build. The game is really starting to feel like a full game. We understand the game still really isn't a game in this state. It's a bunch of good looking mechanics held together in some places. Some systems are still either rough or not fully connected to each other. (Like debuff or crafting systems that still needs to be reconnected with the new items) But basically all the core stuff is in, just need some polish. Please note, that I disabled crafting and the training menu. They both need some more work before being brought back.

The Plan

Now for the plan going forward. Sorry again for all the changes, job switching did a lot but I'm finally stable...again. So a few things, first off, I'm sad to say I won't be updating the tiers at this time. I was hoping to do a merch tier and bring back the Knight tier but at the end of the day. I have less time now and anymore time I use, will only take away time from EOK and I don't want that.

On top of that, the steam demo will be take a little longer. EOK has reached it's 3rd year of development and I don't want it to reach four years. I want to aim to finish the game within this year. I know I can't give a release date, it's too early for that. But with all the new systems Minle had made for us. We actually can finish the content creation phase rather quickly with the new coding tools they made for EOK so far. Honestly, art is most likely going to be the bottle neck. (Curse hand drawn animations!)  Looking into 3D art use for future games at this point.

Either way, since we are going to focus on finishing the game first, this means that male Avina content will most likely come as a free DLC release after the base game. I also plan to release a public build soon. I've gotten too many new folks asking if the game is still being made.

Big News

Finally, the biggest news is here! We finally found someone to make music for us. It's been a bit, so give a warm welcome to Warden, our new music composer! I will have some of the tracks he's already made for us below but it's great to have that role filled. He has already proven he's ready to make some awesome stuff. Next update, we plan on adding some of his tracks to the game.

If you want, you can follow Warden on Twitter here: Link 

Overall for the month of July, we are basically moving forward. Halfway thru the month, I plan on doing a mini build release for any missed bugs and to update the team credits to include Warden and any new patrons. Also be sure to check out the known bugs below. There still are a few bugs we need to get to that needed more time.

Okay, now I believe that is everything. Change list below and thank you for reading!

Change list

Updated Travel UI

Updated Attack UI

Updated Camp & TreeSkill UI with quick stat

Updated transitioning scene animations

Added skill tree event and base event

Added a close button on inventory

Added nature sounds to camp

Big fixes

Fixed Stamina bug on attacks being too high

Fixed Armor number on UI going under zero and staying at -1

No more wizard Goblin lost bug or soft lock

fixed most of the soft crashes from newer monsters

Fixed goblin looting and soft lock from looting

No more armor death animation delay

Shark girl attack now works again

Fixed Player HP in combat isn't updating when healing.

Updated grapple timer to 10 secs

Fixed half bottle of water item

Known Bugs (wip)

Boss monster scene might spawn in the wrong monster

Save system will load the wrong day number if saved more than once in the same scene

Armor isn't breaking anymore

Weapon art is misaligned in inventory and combat

Loading delay is random

Can use items with a single click rather than double clicking.

Crafting error with new items

Training needs fixing with miscount bug.

Comments

No comments found for this post.