Summary of 2024
This month I will do a short summary of the year that has passed and what has happened for my project during a year. Some of the more notable highlights are:
In the beginning of the year I put a lot of work into reworking the bossfights to give each end boss their own unique movements and patterns. I also rewrote how the enemy AI works overall to make them easier for me to setup but also smarter and give you as a player more variation.
I added more weapons from 3 different kinds of swords to now where you can find 15 different kind of swords. I also added more items to pickup as well as an XP system to upgrade your character and get better odds to complete the game.
I have finalized the layout and design for the five levels of the main story. This has taken quite some time to work out what works and what feels like a good flow. A technical change is that I have updated engine version four timmes and the last one was a major version jump which game a good performance boost.
I also managed to attend to events to showcase my game, the first one was the indie game dungeon in Stockholm in May. Where I got quite a few people testing the game and give feedback. The second event was Pocket Gamer Connect in Helsinki in October. Where I also did a quick pick of my game to a few publishers and got good feedback both on the game but also on the business side. One good reflection about these two events is that no negative critique was the same on both events and things I fixed or changed after May was not mentioned in October which was good and a relief.
Of course there has been a lot more changes than I mention above. In my version system for the game code I have almost 350 commits, which is blocks of changes in the code and assets. Not too bad for a project I don’t work full time on.
Looking forward for 2025 I still aim to release Tales of Vagrant. I now aim for a Q1 release. I still have some work left and some more polish but I think I will make it.