Wednesday, December 31, 2025

December 2025 - DB Jormungandr progress report

 


We wish you all a merry christmas and all the best towards a happy new year everyone! ^^

Amongst the festivities and usual december stress I managed to make steady progress on the maps to the point were aside of some minor tweaks and reworking, the main remaining work is placing decorations before the maps are fully done.
(as well as thorough testing of course)

Let's talk about some specifics on the map design and why I reworked some maps as well as the thoughts that went into it.

I want to start this off by saying that I lack experience with map design, but I hope my explanations and train of thought helps understand my decisions and what I took into consideration.


Note that the new maps shown here are WIP and may change until the 0.9 release.

The main consideration in regards to the "Abandoned Village" (Cursed Village) is the spacing between houses, the road etc.


Here's how the Safe Village looks:

 


And in comparison to that, the Abandoned Village, WIP: 

 


 
The reason for the wider spacing is because other than the Safe Village (the HUB), enemies are going to roam the streets in the Abandoned Village, and I want the player to be able to avoid some of the fights.

As with the previous areas, the intention is that you pick your fights.
If you need credits/gold or foes are in your path, you fight them, and if it's better to avoid a fight, for example because you are low on HP/MP, then you do that.
While some fights of course are unavoidable.
(e.g. boss fights or when you are cornered)

In other words, the wider streets allow for a chance to avoid combat, which was the main thought here.

The same holds true for the building interiors.

This here is the Safe Village Inn:


As comparison, the Abandoned Village Inn, also WIP:

 


The Abandoned Village interiors are slightly wider, giving the player room to navigate, or tables or other objects to run around to shake off enemies.


Even though the mapping took longer than expected, mainly due to revisions and figuring out what "feels good" in terms of gameplay, I do think the extra time put into it was worth it.

While I could have just "slapped it together" or kept the building interiors simplified or even identical, I believe the extra time invested into them was for the better.
They will not be perfect, sure.
But if it improves the mapping at all, that's good.

Either way, I'm also aware I need to wrap things up soon and move on from the mapping, as I can't exactly endlessly edit the maps.
The "story" or rather the dialogues still need to be written, but the maps had been the biggest chunk of work on this one, aside the implementation and writing for the enemies (which has been completed a while ago).

There's currently no release date for version 0.9 but we're getting very very close!
As I said before, this is almost the final version of the game, so I want to put as much work and effort into it as I can.

The main difference between the upcoming 0.9 version and 1.0 will be bug fixes, balancing adjustments, and the addition of 2 Event CG scenes.

But we'll get into that in a future post, likely after version 0.9 was released for our Game-Subscribestar supporters.

That is all for now.
Have a wonderful new year and I'll be seeing you in 2026 ^^


You can get the previous 0.61 version of the game here:
https://subscribestar.adult/posts/2017281


Also feel free to join our public Discord:
https://discord.gg/DB3F9jN

~Wolfenstahl~

 




 

 


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