StyxQuest Devlog #6

30/3/23 - StyxQuest v1.3 - Better Mapping

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Work has been slow this month. The sole reason for this is because larger maps take more time to make due to the amount of detail and variety that goes into it. The good news is that there aren't many maps left to remake; the bad news is that most of the work will be going into remaking the city area. Five maps doesn't sound too bad, but the scale will be larger.
For now, here are the maps for two areas: one old, one new.

Maps for Sinner's Memento (AKA the Skull Dungeon). Right-click to view full size
Left - Original layouts for the dungeon. They're just monochrome caves.
Right - New layouts for the dungeon. Statues have been added to serve as a means to go up a level, the lighting gets subtly darker the further you descend, and the top layer has the ruins of a small community.

Map for the stairwell. Right-click to view full size
Until now, the player would simply complete objectives on each floor of the final area to get access to the next via elevator. In order to convey the scale of the area properly - and to set the tone better - I added stairwells between areas. This was long overdue.

On the side, I've also done work for the animations for a new boss! The storyboard for the death animation is fleshed out, but there's still a ways to go before I'm able t test it. There will be much more to show off next month at the very least.

List of things to work on for April:

  • Double-check Sanguine Shores South mapping (I predict we'll hit double-digit devlogs before it's double-checked)
  • Add more enemies to Sanguine Shores South (this is definitely getting ridiculous)
  • Re-event Sintown and Border areas (low priority)
  • Remake old maps (low priority, but it's likely at least one will be shown off next update)
  • Make a new trailer video (to debut in April)
  • Test combat (low priority)