4th-8th of November, 2018


I'm reworking parts of the prologue because reading blocks of text for 3 minutes isn't fun. I'm also giving the player the option to skip the prologue entirely because, while it fills in some of the history and sets up the world, it isn't necessary to understand the plot of I:TD.

One dungeon and chunk of story done, like 6 more to go. It didn't take particularly long to make because of how it ties into the story, it's fairly short and the difficulty is in getting to it (two areas to traverse). The other dungeons will take way longer to design. Also I shifted things around on the world map again but it's fairly similar to the earlier one still, just one area is flipped.

Remember when I made an improvised timer so I could tell the player how long their playthrough took? Yeah, turns out RMMV has a function to do that built-in so it was a waste of time implementing it. I had to do more math trickery to get it to work properly because it's in seconds and not a directly usable form, but this new timer should be waaaaay more accurate than the one I made myself (especially in terms of battle time). Another benefit of this is that I can show the playtime with seconds too, although my main challenge now is displaying all this information in an easily understandable format at the end of the game. It'll likely just be sifting through conditional statements to get it to work which shouldn't be too bad though.

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