Early Access Developments June 2024

Welcome back, everyone! As promised, we are here at the end of June with an update on Septaroad Voyager's progress. For the main campaign, we have the 7 starting zones almost all connected. We should have all of the battle/wilderness zones between the starting towns finished within the next few days and then we will start on chapter 1 for each character. We spent most of the month adding new zones and new enemies to make the world feel varied. This is Sun Fields, the area outside Nicopolis, where Thekla starts her adventure. [img]https://rockwell-studios.com/wp-content/uploads/2024/06/Satyr.gif[/img] We want the area to have a Byzantine feel, so we're adding some elements of Roman mythology. We're also teaming up with a musician to add some unique music for this area. We hope to give you a lot more detail on that next month. To get from the northern areas to the southern areas on the map, you'll have to pass through the Drowned Road. [img]https://rockwell-studios.com/wp-content/uploads/2024/06/SwampFrogs.gif[/img] We made lots of new assets to make this area feel unique and dangerous. Here you see our heroes fighting froglins. And if you look carefully you might also see a swamp moccasin and a life-draining bat. This area is also haunted by dangerous undead. [img]https://rockwell-studios.com/wp-content/uploads/2024/06/SwampUndead.gif[/img] Not shown are some of the high-level slimes in the swamp. The cute colorful little slimes near the starting areas don't pose much of a threat to adventurers. But here, the acid slimes, poison slimes, infectious slimes, and dreaded toxic slimes can cause some serious problems. While traversing the map, you'll also pass through some new snowy areas. [img]https://rockwell-studios.com/wp-content/uploads/2024/06/Snowmen.gif[/img] This scene from South Pass shows you the new ram and snowmen enemies. In addition to adding new content, we continue to add functionality and fix bugs. To list just a few of the changes from this past month: [list] [*]Fixed crashes relating to enemies and NPCs not getting deleted when their map gets unloaded. [*]Fixed a bug that caused dual-wielding attacks to trigger dozens of times before stopping. [*]Added functionality for a static image for a map, instead of the tiles we are using in the procedurally generated campaign. [*]Fixed lots of transitions between levels. [/list] We have built most of the foundation for the main campaign. We hope to show you chapter 1 very soon now. Thank you very much for your ongoing interest and support. We'll be back in July with more news!