Update log
Full Realms and Ruins: Abencor update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Fixes
- Store
- Balance
- UI and audio
- Events
Happy New Year! I had some time off but as always I stayed busy. Continued work on the final dungeon, creating monsters, assets and sourcing music took up much of my time and included many fixes on some previous work. You can see the new in-game main menu in the attached screenshots. More details on my work below:
Fixed various issues in volcano dungeon boss (boss animations, scripting related to phases)
Made cut scene related to volcano boss
Updated main menu image, is now animated
Shops now sell torches!
Adjusted prices of some items
Added price labels to shops
Adjusted font and some UI elements on shop screens
Refactored an event script in the Sandstorm Sanctum dungeon to account for errors if the player dies during the event
Refactored an event script in the Orc Camp to reduce script overhead and be more consistent
Fixed death animation on the orc beastmaster which was erroneously using non-death frames
Fixed a missing switch in Bastion of the Prism
Updated dialogue script to appropriately change sailing skill icon
Fixed a dialogue script in the sea cave to display the appropriate text
Fixed attack animation on zombie sailor to not get stuck in a loop
Fixed death animation on zombie sailor which was erroneously using non-death frames
Fixed multiple tiles that weren't walkable and should be in sea cave
Fixed multiple tiles that were walkable and shouldn't be in sea cave
Fixed missing tile in sea cave
Made some changes to the sea cave map
Added fog for ambience and changed lighting in the sea cave map
Changed flowing water script in sea cave map
Fixed some seams on a couple "brick" and "wood" pattern tiles that looked a bit funky if took a really close look
Fixed corner/seams on the ivywood tree model to not overlap and cause graphical artifacts
Sourced music for final dungeon
Created several environment assets for the final dungeon
Began early prototyping for a jumping system. Not sure how far I'll go with it, just playing around and would have to retrofit it to the current game world. Not an issue per se but I want to keep scope creep to a minimum until release
Fix multiple cutscene scripts which weren't properly stopping the playing from moving during the cut scene
Fixed a script that was erroneously rolling the credits, a remnant of my demo migration
That's all! I hope you all had some great holidays and I'll keep working towards full release, hopefully this year. If you like what you see, wishlist or you can check out my itch where I also have a couple other games from some jams and these devlogs: https://realmsruins.itch.io/realmsandruinsabencor/devlog/863203/jan-2025-happy-new-year
Source
