Full notes
Full Ardent Azur update
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What changed
- UI and audio
Ardent Azur changes
Hi everyone!
I hope you’re doing well as winter comes to an end. In the previous devlog, I explained that the game still needed some polishing touches before being put into the hands of the public. I specifically addressed the UI, and that part is now almost complete, or at least well underway. There are no more scaling issues, and the game is finally playable on all popular resolutions. I also took the opportunity to rework some visuals and add a few animations to make everything look nicer.
With that done, I’ve started tackling another very important part of Ardent Azur: the cutscenes. As you might guess, given my resources (none) and the team size (1), these won’t be cutscenes worthy of MGS, but rather short animations with small top-down characters. Animating the characters isn’t extremely difficult, pixel art is forgiving and I can create basic animations with only 9 different sprites. I’ve already finished the ones for my two main characters: Azur and Selen.
Once the sprites are drawn, they need to be implemented in Unity, which means creating a dedicated scene for cutscenes, and that’s what I’m currently working on. It’s really satisfying to see my characters gradually come to life. I can’t wait to see what you think of the story I’ll be telling in Ardent Azur, and having a small cutscene system will help me bring it to life, even just a little.
And that’s it! That’s all for today. Thanks for your support, and see you soon!
Source
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