potemki11 posts
Progress report 5 + ADiA arrangements
A very busy month this was. Second act of the game is almost complete, which leaves the third act, and the postgame. I might actually finish the game by August as estimated, but there is still the matter of translating it to other languages.Fun fact, ADiA is incredibly broken. There are so many glitches I found this past month, it physically hurt with each one. The Demo version will be discontinued with the full release for this reason, I don't want to spoil anyone's first impressions with my spaghetti code.Wanna try something cool in t...
Progress report 4
Firstly, some balance changes. I wanted to have some punishment for dying that wasn't just getting booted back to the title screen or losing money, so an obvious choice was to lose a level every time you die. The way I originally implemented it was sloppy, all it did was lower your level by 1 and reset EXP progress, potentially making you lose almost 2 levels if you were close to leveling up.With the recent changes, Sumireko will only lose some EXP, and level down if EXP progress goes below zero. Additionally, there is a new item that will ...
Progress report 3
Bamboo Forest of the Lost and Eientei done within a week! I finally found a workflow that suits me. Also, Steam Demo version is coming soon. I don't know what else to write about, so let's go over some differences between the Demo and Full release.Fusion is real! You can choose to fuse 2 Sleepers, or choose from a list of Sleepers from your party or the Database (aka your Compendium in this game). This feature isn't present in the Demo because I wanted to limit the number of available Sleepers. It has plenty of content for a Demo al...
Progress report 2
Not much to say, I've been very busy with personal stuff lately, along with Patreon payout shenanigans. SDM chapter is progressing well, the skill system code has been rewritten, a LOT of bugs have been fixed.Now that ADiA has a Steam page, I'm also working on releasing a Demo version for Steam. It will be different from the version on itch, with the main difference being support for multiple languages.After almost a whole month of nothing but playing Morrowind and listening to Kanye, I'm doing better and actually feel motivated to ...
Progress report.
First of all, I'm sorry for not posting a lot of updates. 2 reasons for this:1, I spent most of October on managing my eyesight problems, so it was very hard to write code or draw.2, for the last few weeks I worked on a Seiran DLC for Udongein X, with ADiA being left untouched for some time.Lately I've been working on rewriting the dungeon loading systems, to give me more flexibility when making dungeons, and also making it easier to make your own! I still plan to add a dungeon-maker of some kind to the game, after all.The game no longe...
So, what's the deal with the graphics in ADiA?
ADiA doesn't use 3D or ray casting; all of the graphics are pure 2D sprites. I get asked a lot about what engine do I use, but it doesn't matter! As long as your engine can display 2D graphics, you're good to go.As is pretty obvious, the map is made up of squares. The data comes from a tile set, corresponding to every possible wall combination.This is what's being drawn when you look at the map! But it also acts as the collision map. Every tile is enumerated, so the game uses a look-up table to see if there's a wall in the d...
ADiA Extended Gameplay
First 12 minutes of gameplay. Too long for Twitter!
My old abandoned projects.
Most of you know me for my Mega Man X clone, Udongein X. Here's a quick look at my older projects!Udongein X is the first game I fully finished and released, but it is not my first ever project. That title goes to this unnamed Touhou fangame. Most of the old footage was scrubbed clean to save space, but I still have some clips and even a fully functional build.https://files.catbox.moe/pq4urd.webmThis was a project I started before I learned how to draw or use 3D models. It was more of an ARPG, with stats and items. But also it was a combo-h...

