Late-February Update


Minor improvements and asset additions have been made.

  • Optimized materials to be single-pass where possible.
  • Scene flags write to and read from save files.
  • Initial work towards making tick-rate independent physics code.
  • Initial implementation of a Skeleton enemy.
  • The player character and companion character had their models and animations re-imported.
  • Ported some code for the companion character to recycle from the player character.
  • Fixed the companion character going catatonic after hearing a sharp noise while at low frame-rates.
  • The companion character can follow the player character up ledges, down ledges, and up and down ladders.
  • Minor performance improvements.

From glossydon:

My personal life has recently gotten a little stressful, though it has fortunately died down enough to enable me to work on the game again.
Better angels / peer pressure has made me more on-task, and having a new environment to develop the game has improved pace.

Seeing Aria slide off of ledges and climb ladders has made me incredibly happy. I want the game to have a balance of content between typical action-adventure overworld and dungeon search-action, and having a working relationship with Aria - she feels really important to me.

Also, seeing the Skeleton enemy that I've been modeling and animating for a few months on-and-off, finally in-engine and complete with sounds, has been a great boost in drive to see more objects in the game.

There are some mechanics that needs to be developed still, and there are assets which need to be made for use in game content. The game's story is still largely in the air, though an outline of what I want to see still exists, however vague it may be.

I'm very happy and thankful for what I have now, and I plan to keep chugging along.

Files

Ventury-X11-x86.7z 176 MB
44 days ago
Ventury-WINDOWS-x86.7z 177 MB
44 days ago

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