Sin Spire - Dev Log 34
Hello everyone! I was originally planning to return to a bi-weekly schedule for Dev Logs, but with the recent release of build 0.0.5a, I figured it’d be worth posting a quick update to go over the general reception and what’s been worked on since release.
The Build
The build seems to have gone down well overall. I didn’t fix many of the major flagged bugs from the original 0.0.5 release, since most of my focus was implementing the new dialogue -> sex scene -> dialogue system. It’s a setup that only appears a couple of times in-game, but it required a lot of backend work to get right.
All the enemies in the game are derived from a shared base class that handles many things including purification sequences. This shared functionality makes setting up new enemies with animations very simple. However, ‘talker’ NPCs like Savina did not have that setup, so a unique solution was required. So far, it seems to be working smoothly and has opened the door for Free Mode – which is slowly shaping up.
Speaking of Free mode, I’ve gotten some feedback suggesting that it’d be nice to have all animations unlocked for enemies. While this is technically doable, it would come with a lot of visual issues – clipping, incorrect proportions, alignment problems etc. For example, if you assign an animation from The Duchess to The Slacker, the eyes may not line up properly and clip through the eyelids. These things are usually fixed during animation on a per-character basis.
If people are fine with this kind of weirdness then I might consider unlocking more animations. At the moment, Free Mode is mostly a testing tool but it can be expanded down the line.
As for the other bugs – most of the ones I’ve seen brought up since the release are issues that already existed in 0.0.5. I do plan to fix them, but they’re not my focus for the time being.
Since Release
After launch, I took a short break and then jumped straight back into things. My first task was revisiting the penultimate boss fight and its surrounding transitions – specifically looking at saving and loading.
Up until now, loading a save has been simple: you always load into the Starting Hall and have your player data applied from there. This approach, of course, did not support loading into other maps which is something the story now demands. So, I had to build a system that allowed saving/loading in different maps and spawning the player in the correct position depending on the game’s state.
A good example is the long hallway that leads to the floating portal just before the penultimate boss (where the build currently ends). As the Starting Hall won’t be available as a spawn point, every time the player dies in the next fight, they need to be placed back into this map. The problem is players shouldn’t have to walk down that hall again after every death, so I used the world event tracking system to adjust the spawn point depending on what world events are currently active.
Of course, this also extends to saving. So now, you can also save at the altar that’s at the end of the long hall and load from there. I’ve also implemented this into the area just before the final boss fight as well as making sure that the world correctly loads the various states based on what you’ve done up to this point.
After a lot of testing, this system seems to be working well. It’s the kind of thing that, when it’s functioning, players will probably never notice. In hindsight, these save changes would’ve been great to include in the latest build so that people could jump right into the next boss fight without having to repeat the Mangler fight.
Visually, something that people will actually see, I’ve been working on additional animations for the penultimate boss, but more on that later… possibly much later.
What’s next
Most of what’s coming next has been covered in earlier logs: more work on boss fights, new animations, and the final parts of the game.
That said, I wanted to give a quick heads-up that Dev Logs will likely slow down during August. As I focus more on the game’s ending – which I’d rather not spoil – there just won’t be as much I can openly talk about. On top of that, I have some non-dev obligations coming up next week.
That’s not to say I won’t post any updates this month, but unless I’ve got something concrete to share, I’ll be keeping it light.
I’ll admit the ending is a daunting thing to tackle. There are multiple variables to consider and while I have a vision in mind, it may take a few iterations to nail down what actually works in practice.
I’ll check in again when it makes sense. Until then, feel free to hop on
Discord if you want to chat or ask questions. It’s not the most active place, but I do try to respond when I can.
Thanks again for the continued support. Hopefully everything works out! See ya.