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ImmanentDeath
Keeper of the Lunar Lighthouse.

Joined on 12/29/17

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How it's going

Posted by ImmanentDeath - December 16th, 2022


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In case you missed it, or if this is the first you’ve seen of it, I finally released that one game I’ve been making for over three years. It’s an open beta pending an actual official 1.0 release because I still have a few more things to work on, but the game is entirely playable from start to finish. If you haven't tried it yet, you can find it here.


So far I’ve released a couple patches, mostly bugs that had escaped me until after launch. I also posted some blogs just talking about the game, not just general updates like this one, but topics I think might be interesting, like how my silly battle game accidentally gave rise to phenomena found in the real world.


Most of my activity has been on Twitter recently, where I’ve been posting semi-daily. Social media is not my strong suit, and I’m a very shy lurker, but I’m just trying to tweet little things about the game and keep a consistent flow. A neat idea I had was this thread of character introductions with a short description, their dialogue picture and animated sprite, and some relevant stats. But something I still need to figure out is how to record pixel perfect clips of gameplay, or as close to that quality as I can get, because my beta trailer could have looked better if I’d known anything about recording gameplay.


I have another update in the works that fixes a lot of problems with effects (which in this game are just a lot of pretty objects), it just needs a lot of testing to make sure it doesn’t break anything. But my progress has been slowing down; the holidays are near and I got pretty busy with some IRL things. I also plan on making another Ludum Dare game in January, and later I want to do something for Pixel Day. But I won’t stop making The Legend of Quintavius for another few months again.


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