End of November Test
Ventury » Devlog

Some additions and minor improvements have been made.
Engine
- Fixes for minor crashes when resetting the game.
- Optimized shadows once more.
- Targeting indicators can trigger events in objects.
- Goblins use this to determine how often their shadows should update in addition to distance-based checks.
- Reduced texture memory consumption.

- A functional dialog editor has been made to facilitate better work when creating or modifying dialog.
- This is complete with an Expression editor, which is used to drive dynamism in the game's dialog system.
- Saving the game now saves the current level and the entrance which the player entered the level through.
- When loading a save file, the last level and entrance are used to place the player where they left off.

- It may occasionally rain.
Rixin


- Rixin can swipe his sword when astride Reina.
- Rixin will experience knockback from the attack that brings his health to zero when on horseback.
- Particle effects for swiping the sword with a fiery enchantment were made
Miscellaneous
- Goblins can be set ablaze, and their shields can be burnt away. Goblins who have no shield cannot block attacks.
- Goblins have some variety in their attacks, and will sometimes jab with their dirks.

- Goblins may ride the backs of Stags, and will pursue the player.
- Thanks for the help with textures and pointers on the model, Nick!

- Skeletons can rise from the ground when marked as starting underground.
A game dev blooper. How come he's riding from all the way out there?

From glossydon:
In my spare time I buckled up and did a mix of fun and boring work for the project.
Dialog is deceptively hard to make an editor for. Learning about how Resources work in the engine at a lower level was also a fun rollercoaster.
Next, I want to focus on the game's cast of enemies, and potentially a boss, to stress out the game's combat system and better understand how fun everything really is. Right now I just have a standard-fare melee combat system, but with very little enemy variety to shake things up. I want to change that, since a lot of the melee combat games I like have a good chunk of enemy variety. It won't be easy, since I struggle with concept art, but with enough patience and dedication I think I can manage.
And about that project I was sucked into for six months: it was Rabbids! I did the rigging and animating, as well as providing a routine for navigating agents around in 3D levels.
It seems that despite my best efforts, I can't get away from Roblox, though I guess I can cope with the idea that I committed myself towards something bigger than myself, and we pulled together through a very stressful six month development cycle. We were basically speedrunning game dev!
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Ventury
A work in progress!
| Status | In development |
| Author | glossydon |
| Genre | Adventure |
| Tags | 3D, Action-Adventure, Fantasy, gamepad, Low-poly, Singleplayer, Third Person |
More posts
- Early November Test23 days ago
- End of July TestJul 29, 2025
- End of June TestJun 28, 2025
- End of May TestJun 01, 2025
- Late-May Feature-TestMay 28, 2025
- Late-April Combat & MoreApr 25, 2025
- Late-March TweaksMar 28, 2025
- Mid-March TestMar 20, 2025
- Late-February UpdateFeb 25, 2025

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