End of October Update

Hello, I decided to postpone the update to late this month since it was pretty jam packed with a lot of things. To start off with a list: Completed Game Story and Questlines Completed Game world Battle System Overhaul Formulas for Battle and Stats 3 new monsters, (going on 7) Immortal Doctrine Composer First Game […]

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With another month gone by, it’s time for another update on the game.   Environmental Art Complete So at this point, I’m happy to say that all of our needs for the environmental art have been met. I had to cut down some of the content due to constraints compared to what I had originally […]

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Hello, It’s been an extra month, but my absence of an update last month comes with great news of even more productivity! So without further adieu, let’s get caught up 😀   New Character Zex Zex the Lifeblood Mage Prodigy has been officially added to the demo fabulousness and all! Zex will feature about 4 […]

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Demo Progress Update

General Updates There’s been much progress made on the Immortal Doctrine Demo. ART New Dungeon Tilesets Marin Character Sprites 1st Monster Cheruba Sprite NPCS: Bard, Mayor of Faraway, Kitkat, Lily, Artisan, General Store, Solider, Targus of HOF. Faraway Background Faraway Plains tileset at 50% completion Treasure chests and Treasure rooms General Game Dungeon: Pantheon of […]

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Starting the Demo So the process for developing the “Real Demo” for Immortal Doctrine has officially commenced! Already I have created the initial Intro for the game and tutorial. Without going too far into the details, the Intro works to introduce the player to the game’s main story and then through them straight into the […]

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Immortal Doctrine Tech Demo Complete Well it is my pleasure to announce that the MVP and POC test phase of Immortal Doctrine has been completed! At this point, I’m looking to receive feedback on the game, while at the same time I am looking to expand the game beyond a concept demo, into the complete […]

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Fun Game Flow 1 I’m happy to announce some great news for Immortal Doctrine: The game is really starting to take off. Granted, I know that this is all subjective. But I believe that I’m a rather harsh critique of my own work (which is never good enough) and even then so, I would say, […]

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Battle System 1 So far the technical components for the basic battle system are almost complete! Currently, there are some bugs that are causing allies to sometimes target themselves, which is really hilarious as it causes them to try to continuously punch themselves in the face! Besides the targeting problems, the rest of the game […]

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Battle System Updates 1 Move A.I. is now 100% on a base level. What remains is a few tweaks to the game that allow monsters to move and act more convincingly. Example: Monsters that only heal will typically work to maintain distance from an enemy and will cancel their ability cast (if possible) and run […]

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Battle System Big Update So the close to finalized movement System was provided to me a few days ago and so I’ve been mostly focusing on testing the system and getting the kinks out while building the long awaited battle System MVP. I’m pleased to say that after a few days of work, I had […]

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