Dev logs #15 - continued development of new presets and localization
Hey Everyone! A lot of work has been done since the last dev log, and we're excited to share new updates in Dev log #15.
In this update1
Full notes
Full Sporeborn Dark update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes3 additions3 changes0 removals
Gameplay
UI and audio
Balance
addedHey Everyone!A lot of work has been done since the last dev log, and we're excited to share new updates in Dev log #15. We finalized our work with the save game data system, improved animations, and made several cool upgrades.
addedHey Everyone!Completed the penultimate set of new presets
addedHey Everyone!Added broken furniture that blocks the way
changedHey Everyone!Finished the technical work on localization, and we're now starting to translate Sporeborn Dark into different languages. For languages we are not familiar with, we are likely to use machine translation. But we are still thinking about it:)
changedHey Everyone!Another round of balance work. We focused on increasing the variety of generated presets (rooms) and refining them to decrease dead ends, as well as adjusting the character's stamina
changedHey Everyone!Improved the starting room, including visual effects and exit conditions
Sporeborn Dark changes
addedA lot of work has been done since the last dev log, and we're excited to share new updates in Dev log #15. We finalized our work with the save game data system, improved animations, and made several cool upgrades.
addedCompleted the penultimate set of new presets
addedAdded broken furniture that blocks the way
changedFinished the technical work on localization, and we're now starting to translate Sporeborn Dark into different languages. For languages we are not familiar with, we are likely to use machine translation. But we are still thinking about it:)
changedAnother round of balance work. We focused on increasing the variety of generated presets (rooms) and refining them to decrease dead ends, as well as adjusting the character's stamina
Hey Everyone!
A lot of work has been done since the last dev log, and we're excited to share new updates in Dev log #15. We finalized our work with the save game data system, improved animations, and made several cool upgrades.
Big changes:
- Completed the penultimate set of new presets
- Added broken furniture that blocks the way
- Completed the save game data system in the game, allowing you to keep your progress safe
- Finished the technical work on localization, and we're now starting to translate Sporeborn Dark into different languages. For languages we are not familiar with, we are likely to use machine translation. But we are still thinking about it:)
- Another round of balance work. We focused on increasing the variety of generated presets (rooms) and refining them to decrease dead ends, as well as adjusting the character's stamina
- Modified the operation of electrical generators
- Improved the starting room, including visual effects and exit conditions