While polishing the background, I brought out a skill slowing down time that I made a long time ago. You can deflect enemy bullets or solve jumping puzzles more easily by slowing down time. Like other skills, you can activate or deactivate the skill by installing programs (perks). You can deal with the battle or puzzles without slowing down time if you are slick. I didn’t want to add a skill in the polishing phase, but I couldn’t find a better way. I still seem to be hesitating.
“Pyebaek room.” About 70% of backgrounds are roughly done. There are still a lot of bugs and glitches in gameplay.
It’s been eight months without weekends since I started reworking and adding gameplay with new backgrounds. I managed to finish them off and go on to write dialogues and polish combats. The end seems to be in sight.
I made a video comparing the dev of last year and this year. I thought I made a lot of improvement in performance, lighting, gameplay, etc., but visually some parts may not show much difference.
Anyway, thanks to everyone who supported “Axiom of Maria” this year. Merry Christmas.
(Sound On) No new screenshots for this week because of writing dialogues. I brought music instead. I thought the dialogue flow was almost done yesterday, but I started it over again today. Anyway, happy new year!
I wrapped up the dialog flow. Now I’m filling dialogue, adding small functions, and fixing glitches. I’m aiming to make conversations not stop during gameplay. I hope every line has a role, which is difficult for me. I don’t like what I wrote now, but I expect it will be better if I rewrite it about twice.
About one-third of the dialog is finished roughly. It seems the way of delivering the story is getting settled down. Besides dev issues, I’m stressed with unfamiliar document stuff, which teaches me how little I know about world things.
I am working on dialogue but couldn’t make much progress because of the paperwork finished yesterday. I appreciate everyone paving the way for me to think about only game-making. And happy lunar new year.
I finished half of the dialog but was frustrated because I was stuck with writing. I made new music to change the pace, but it still goes around in circles. You can listen to the new music on the video.
I managed to get over the hump and finished about 90% of the dialog. It was difficult for me to make characters keep saying something about the puzzle and storyline depending on the situation.
Dialogues done. Tutorials for bike combat and the end credits (for special thanks) were added. Polishing starts from the beginning again. I think I have to polish the whole loop at least twice.
This is looking great!
Thank you so much.
Polishing everything. The lighting and fog value was modified based on feedback. I hope the current task list can be the last for the pre-alpha build. A win scene was added.
I’m polishing the game, making restart, tip screen, tutorial videos, etc. I started looking for translators.
Hello gefaltete
Great work! really impressive.
I sent you a PM.
Cheers
@gefaltete , Axiom of Maria is aesthetically captivating! It’s remarkable that is a solo project! The action in your latest video is beautifully intense, and it amazes me how steady the camera is for this scene.
Thank you so much for sharing your devlog with us. It’s always exciting to be taken along a developer’s journey! Salute to you for your bravery, creativity, and persistence to bring something original and of high quality to the gaming world!
If you came across any challenges along the way, which challenge took you the most time to overcome?
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Thank you so much for your interest and for giving me a chance that I can answer here.
Two challenges took me the most time and were hard. The first is making people know about my game. The result was non-immediate and non-predictable for me. You might know how horrible those two things are for the developers. It has been a year since I show the prototype to people for the first time, and I’m still struggling.
The second is to decide how I use components of UE. UE is tremendously massive, and it gives you immense freedom. There are many example projects, but they are somewhat biased toward FPS or TPS. The forum helps me a lot with tech issues, but it is a bit away from how you will use it. So it required trial and error, which consumed the most time, but I’m unsure if I use the UE correctly, even now.
Thanks for reading, and thanks again for being interested.
Every day I do polishing with being surprised by the bugs I made before. I’m trying to end the polishing in March. After that, I would start translation, VO, and the most enjoyable tasks like keybindings, achievements, etc. I am tuning FX to reflect feedback.
Finally, I started the first QA with my friend despite some glitches remaining I had to fix. A bit nervous. I reworked almost everything with more story except the character and some background models.