Legendary Devlog #2


Been pleasantly active these past few weeks. Two achievements wroth mentioning.

First is a (almost) complete design of the main world. Took me a good 4 tries to get there, but this one looks like a fine base. Still have to ‘round’ out the corners and add proper level design to each map block, but I’ll get there soon.

Can’t wait to redesign this thing 5 (+2) more times for each time period of the game.


And the other thing is a complete version of the yearly nature tileset for the Tribal period. Unlike in the prototype, each season will have 3 stages: early, middle and late. And the tileset will have subtle changes, warning players that a new season is coming.

I had the day/night, season change and weather systems reconfigured last month, so now I have something to play around within the game itself.

Next few weeks I’ll be cracking on the battle system. I already started working on the main battle states, their relation to each other and their effects on units. There’ll be 19 main battle states and many more offshoots. Some are mental debuffs like confusion, blindness, etc. Others are physical debuffs like bleeding and wounds. Lastly there’ll be elemental states like fire, freezing, shock and more, some states countering, others empowering each other.

Should be a nice change from screwing around with just graphics for so long.

-Al

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