Another update on the update (Build 2263e8f)
Shattered 2 build 2263e8f is the second preview of the planned major update to Shattered 2. This preview release is primarily for Improve My Game Jam 26. I’ve laid out what this project is, what the update will be, and where these previews fit into things in the last devlog, so check that one out if you haven’t already. This devlog is going to be a lot shorter, both because it’s not going over all the background again and because there’s been less progress than last time. Part of that is because of timing, part of that is because of the previously mentioned delays for real-life reasons, part of that is because I made a thing for Magical Girl Game Jam 7.
When we left off, there were a few major features left to do. Although I’ve been working on this on-and-off and haven’t put that much time in overall, it’s getting pretty close to finished.
Wife Sidequest
Now tentatively titled “A Prayer Answered”, this sidequest has been concepted out and mostly implemented. It’s possible to complete the quest with all possible resolutions, but there’s an alternate pathway (of sorts) through it that isn’t implemented at all, and some of the dialogue probably needs proofreading.
Background worldbuilding
All the collectibles planned are now in the game, with both text/images to view in what is now called the Codex and objects placed throughout the world to find and interact with. Some collectibles are unlocked through dialogue, both through existing and new dialogue options. There are still a few decorative objects I’d like to add, particularly in the store and the keep.
Achievements
Achievements were listed as a stretch goal previously, but were pretty quick to add in. Most of them you’ll get in a normal playthrough, but some are a bit more obtuse. There’s not much new from the technical side- I already had achievements in other games. What’s new technically is pop-up notifications for achievements (and collectibles as well). The implementation of those is super hacky, but they do work.
Final polish
Of course, there are still lots of small things to do before this release is ready for launch, although that list is a bit smaller than it was last time. I think at least one bug has been fixed, there have been a bunch of small tweaks to the world, graphics, and dialogue, and I restyled the buttons on the main menu.
And that leads us nicely into the...
Closing Remarks
The originally hoped for February launch date was never realistic, but at this point I think it’s good to go for an April launch. This still isn’t the planned update, but it’s very close. I’d say it’s at 90% or even 95% now, versus 70% back in January. Of course, there’s always the risk with the last parts taking the longest to complete, and with last minute scope creep, so I’ll need to keep that under control and stay focused on getting this out the door.
Given how close this is to the launch, I understand if you want to wait for the final version. But any feedback I can get at this stage is useful. Major changes probably won’t make it in, but there’s time for minor tweaks and bugfixes, and as always, what didn’t make it into this project will inform the design of projects yet to come.
Files
Get Shattered 2 - The Promise
Shattered 2 - The Promise
A medieval magical girl takes her revenge!
Status | Released |
Author | XCVG |
Genre | Action |
Tags | Fantasy, Female Protagonist, First-Person, Magic, Medieval, Open World, Singleplayer, Story Rich |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- Shattered 2 Update 2.1.2Nov 06, 2023
- Shattered 2 Update 2.1.1Apr 16, 2023
- An update on the update (Shattered 2 Build ec3fca3)Jan 24, 2023
- Scope creep, open worlds, and you (Shattered 2 Postmortem)Jun 15, 2022
Comments
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So, I guess this is my second play through of the whole game:
* I enjoyed the new added pieces that I ran into, temple, smithy, wife quests.
* I think the play session was smoother, so probably fixed a few smaller bugs, or quality of life things... cant really point out exactly what, I think just call outs that guide you in general.
* achievements and collectibles I feel are a good addition, but not because you collect them, mainly cause they add more lore and content, they liven up the world and such.
However, some things I would still love to see for the "final" update?
* I'd still like to see better AI and variety for the soldiers, specially if they run away, at least they should not just walk into walls forever. They could also try to get around you to strike from other angles if there is another solider in front of them,? Also its pretty hard to get a hit on them with out them hitting you, I wish there was a basic windup timing so you could see them prepare their strike before it goes off. Would also be cool to see a few sword guys to mix it up with spear guys or other weapons?
* I really feel that you can add that sword sheathing/unsheathing ... Its a minor thing, but I really dislike walking around with the sword out all the time. It should also maybe lock out magic... that way you don't stupidly press a key and dash through some people by mistake.
* minor but in intro I think it could lead you to the right direction / doors, given that she knows exactly where she is going. Not that its hard to find the way, but just smoother and more in line with story. Also I think intro is pretty well done, one little thing I would add is maybe an extra frame where she drags herself and picks up the sword. I guess if you want to leave it up for interpretation whether the "ghost" handed her the sword or she picked it up herself its fine to skip that...
* Another minor thing, when switching levels where there are hostiles please allow a pause of some sort. Like when diving through the castle side door I pretty much died almost instantly by having the player dash right into the trap. Or once you get out past the trap and open that door into the open area, its a really harsh fast transition into almost instant death. Thankfully you are literally saved by the autosave feature, but it still sucks to die from lack of control due to the transition.
* I think there are a few more places where you could put a reminder dialog to go to sleep for next day... one that got me was the worms at the smelter, would have been nice if she said something like "the smithy said the worms might not show up today, I should try tomorrow" ( if you have the quest and you go to the place) ... Another one for the people behind the barricade.
I enjoyed the 2nd play through more I feel, I think mainly cause I knew where I was going and doing so overall it went smoother and faster and I wasted less time sort of being confused or being sort of hung up on choices ...
Anyhow, its a nice game and all these add-ons are great.
Random thought: adding a day/night cycle could add some venue for adding content to the game if you wanted to add more.
Thanks for playing!
I think I've mentioned this before, maybe not in this devlog though, but expanding the world and the lore has been a major focus of the update. So I'm glad that new quests, collectibles, and achievements are working that way.
Some of your points are things I haven't thought of before. Some of them are things I wish I could do, but had to cut to keep myself sane. Some of the tweaks you've suggested might make it in. Going through them in order:
For now, I'm taking a bit of a break from Shattered 2. Maybe I'll have some ideas by the time I get back to it, who knows!