Colonist is coming along nicely (+DotI updates)

Ahh, how the concept has advanced from a mini-project as it was.  We’ve come up with a few new innovations to put towards the game and plan on giving the story a bit more depth, since it’ll be focussed around the few characters involved and lack of combat.  As well as this, we’ve introduced a new section in the levels; between the Village and Dungeons, there’ll be a small “Exploration Map” which will have little real purpose other than to just give a bit of a break between the village and your caves, but will also provide some things such as materials to be collected and secrets, so it won’t be purely aesthetic.  The region map has been redone and animated and the characters improved upon, with new sprites specially made for them (and hopefully there’s some portraits in the works with them!) and a couple of cutscene-tutorials at the beginning instead of the to-the-point crap that was there before.

The overall flow of the first section feels a lot smoother now, really getting you in the idea that it’s a chilled out look-around game, but with stuff to do.  We’re constantly in the works to find out more extra stuff to add in to keep it full and exciting!

As well as this, DotI is still coming along, albeit slower than before.  The first section of the Swamp has been completed after at least three failures that have been wiped..  It’s quite fun to go through now and try to suss the maze, but it’s a matter of having to balance off the monsters in it so they don’t become impossible to manage.  There’s also been a new story-based+useful-NPC introduced near the new Refugee base-the Storytrader!  Finally, a couple of mini-tasks have been put in, with one of them having an effect on the main boss of the chapter, of bringing this Drug Lord Stirling to justice!

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