Update log
Full EMUUROM update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
Oops, new update!?
Surprise! I've updated the demo a few times now, so it's time for a new changelog devlog thingy! These updates pack mostly some new visuals, let's start with the biggest one: runes!
I had a busy weekend and created a runic alphabet system from scratch. I've dreamed of having one in EMUUROM for a long time, and last Friday everything just started pouring out of me... I guess the time was ripe! The runes represent letters arranged into syllable units, and it's designed for writing my mother's tongue: the Savonian dialect of Finnish. By a friend's suggestion, I call them EMUURIIMUU ('riimu' means rune in Finnish). I'd like to talk about the system in detail, so I'm gonna write a longer devlog in the future - stay tuned!
Runes are not the only change, though - for example, I also added some new graphics to the intro cutscene. It felt a bit too barren and text-heavy, so at least there are now some images to look at :D
And I was going to work on the final boss.... Oh well, I think these additions are important - and this is my game, so I get to choose what I'll procrastinate on!
Changelog
0.6.3
new intro cutscene graphics!
new constellation animation
controls test screen colours are now clearer
optimize rune drawing routine
small graphics fixes
0.6.2.1
sleeping ahavena cannot be awoken anymore
small graphics fixes
0.6.2
add EMUURUNES
appear in signposts
appear in various screens
redesign area intro screen, does not block input
fix title screen fadout
remove too easy exit from boss
Source
