Mid-March Test


Minor improvements and additions to the game have been made

  • Minor animation fixes for Aria
  • Fixes for blocking under specific circumstances being broken
  • Added a new type of shield
  • Scene flags were extended for easier setup in the editor
  • Wooden shields will burn on contact with fire
  • Skeletons can drop spare Round Shields on death if Rixin lacks any in his inventory
  • Reina has additional animations
  • The player can switch between item selection and commands by pressing down on the D-pad
  • Rixin can whistle to call Reina
  • Rixin can push objects
  • Rixin can kick his heels against Reina to go faster on horseback
  • The contextual user interface was improved
  • Reina's speed can be capped at specific locations
  • The camera may have its position relative to Rixin adjusted at specific locations
  • Rixin has better behavior when walking off of ledges slowly
  • The camera has improved following behavior around corners
  • Rixin and Aria will audibly breathe when running
  • Rixin will clutch his chest when idling at low health
  • The health meter can pulsate at higher rates depending on certain contexts
  • Skeletons can be set on fire
  • Reverb was fixed to not click and pop
  • The bow has an improved reticle for aiming
  • Arrows oscillate when hitting level geometry, and use an improved trail system
  • Fixed skeletons not causing Aria to hide behind Rixin
  • Aria will avoid being in front of the camera under certain contexts
  • Aria will move faster when Rixin mounts Reina or opens a door
  • Rixin can let go of ledges he is holding onto
  • Fixed the camera being jittery when climbing out of water
  • Some levels had reverb added where it was apparently absent
  • Minor performance improvements for Skeletons and Aria

From glossydon:

I've recently been given an opportunity to work semi-professionally, which may take an odd number of days out of my week to work on Ventury. I will continue to work on this game in my spare time, as I have.
Outside of that, development has been enjoyable for me again. Coding little details into the game was very refreshing.
The Godot community's reception to the project has also been heartwarming. Anyone who frequents voice channels in the official server have probably seen me.
Thoughts about what I might do for a first-playable demo have crept into my mind, though I think it might be still too early to jump into that. It may be a while before that, but when I judge the timing to be right, it'll be done.
I will keep up with the game. In the meanwhile, I hope you enjoy the quick little mock-up dungeon, accessible from the playground!

Get Ventury

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