Repeated intro
What changed
0 fixes4 additions1 change0 removals
- Gameplay
- UI and audio
- Performance
addedI finally remembered my password, lol. Actually, I was at mandatory military service and dealing with some medical situations, so I am finally back. I want to start this diary with some major changes. I wasn’t happy with Survivors of the Mare Vitalis’s situation—graphics weren’t that good, gameplay wasn’t satisfying enough. I must confess there’s a lot to do: it needs polishing and a new roadmap. I know. Let’s discuss the news:
addedNew UIAll of the UI has changed—yes, totally. I had already changed it before, but since it wasn’t polished, I didn’t publish it in the past weeks. The new style of the UI actually satisfies me more than the current one, and I’m working on a more modern design. It’s also built for the new mechanics.
addedNew MechanicsYes, I was working on new mechanics: cards. These cards can be dropped by enemies or earned by leveling up. All buffs and debuffs will be determined by these cards. Characters, weapons, and even companions can also be obtained through them.
changedNew Graphic StyleOkay, this is the biggest one: all of the graphic style will be changed to pixel art. Actually, I won’t redraw all the sprites from scratch—I’ll convert them into pixel art with small modifications. I believe the result will be much more pleasant to look at. Since this is a time-based game, it must be visually enjoyable for hours without becoming annoying. This change will also help improve optimization. The game is already optimized right now, but with this step, it will be able to handle even more content at the same time.
addedNew Graphic StyleSo, that’s all for today. I’ll be back with the next Dev Diary where we’ll discuss the new UI in more detail. I’ll also share some pictures then. Thank you so much for being here with me—see you in the next one!
Survivors of the Mare Vitalis changes
addedI finally remembered my password, lol. Actually, I was at mandatory military service and dealing with some medical situations, so I am finally back. I want to start this diary with some major changes. I wasn’t happy with Survivors of the Mare Vitalis’s situation—graphics weren’t that good, gameplay wasn’t satisfying enough. I must confess there’s a lot to do: it needs polishing and a new roadmap. I know. Let’s discuss the news:
addedAll of the UI has changed—yes, totally. I had already changed it before, but since it wasn’t polished, I didn’t publish it in the past weeks. The new style of the UI actually satisfies me more than the current one, and I’m working on a more modern design. It’s also built for the new mechanics.
addedYes, I was working on new mechanics: cards. These cards can be dropped by enemies or earned by leveling up. All buffs and debuffs will be determined by these cards. Characters, weapons, and even companions can also be obtained through them.
changedOkay, this is the biggest one: all of the graphic style will be changed to pixel art. Actually, I won’t redraw all the sprites from scratch—I’ll convert them into pixel art with small modifications. I believe the result will be much more pleasant to look at. Since this is a time-based game, it must be visually enjoyable for hours without becoming annoying. This change will also help improve optimization. The game is already optimized right now, but with this step, it will be able to handle even more content at the same time.
addedSo, that’s all for today. I’ll be back with the next Dev Diary where we’ll discuss the new UI in more detail. I’ll also share some pictures then. Thank you so much for being here with me—see you in the next one!
I finally remembered my password, lol. Actually, I was at mandatory military service and dealing with some medical situations, so I am finally back. I want to start this diary with some major changes. I wasn’t happy with Survivors of the Mare Vitalis’s situation—graphics weren’t that good, gameplay wasn’t satisfying enough.
I must confess there’s a lot to do
it needs polishing and a new roadmap. I know.
Let’s discuss the news
New UI
All of the UI has changed—yes, totally. I had already changed it before, but since it wasn’t polished, I didn’t publish it in the past weeks. The new style of the UI actually satisfies me more than the current one, and I’m working on a more modern design. It’s also built for the new mechanics.
New Mechanics
Yes, I was working on new mechanics: cards. These cards can be dropped by enemies or earned by leveling up. All buffs and debuffs will be determined by these cards. Characters, weapons, and even companions can also be obtained through them.
New Graphic Style
Okay, this is the biggest one: all of the graphic style will be changed to pixel art. Actually, I won’t redraw all the sprites from scratch—I’ll convert them into pixel art with small modifications. I believe the result will be much more pleasant to look at. Since this is a time-based game, it must be visually enjoyable for hours without becoming annoying. This change will also help improve optimization. The game is already optimized right now, but with this step, it will be able to handle even more content at the same time.
So, that’s all for today. I’ll be back with the next Dev Diary where we’ll discuss the new UI in more detail. I’ll also share some pictures then. Thank you so much for being here with me—see you in the next one!