
Hello everyone.
Savior Update 1.1.0 has released, and a bug fix for that update, 1.1.1, released as well. Now that all that is done, work on 1.2.0 is in complete swing.
The game itself followed a very lengthy amount of steps for release. However, updates are much more simple. So, here is each step of this roadmap.
Writing
These updates are much more story focused, and while a general story has been written for months, the details are written at the start of the update's development, or during the development of the previous update if there is an ogoing arc, which is likely to start this update, with the Melony segments written already for this update. Anyway, as of now, the writing for this update is finished.
Tileset
The tile set is finished. If you haven't seen the concepts, you can look here. This tileset was also much smaller than usual.
Enemy Implementation
For once, I was smart when I first started working on the game. Enemies are incredibly easy to add. Basically, draw an enemy and their frames, import it as a gif, and then copy a previous enemy as a base. It really is that simple. Set a couple parameters, and that's it. The reason why crabs are a one and done enemy is because they could be added within 30 minutes, and they basically were. The enemies have also been added.
Level Design
I've had to edit this segment due to the significant progress made since I frist typed it up. As of current, the Mucklands are looking at roughly 20% of the rooms finished, and most of them are now planned out. The ancient module has been added, and in about half of the area's time, there will be the yellow light block element. It's much later this time because this area is a lot of go, very little stop, so a large portion of this area is meant as a slight rest.
Bosses
Bosses are a bit more difficult to talk about. This section is much harder, and out of everything, the bosses are actually taking the longest. I'll leave the interpretation to you. About half of this has been complete.
Side Content
The side content from now until 2.0.0 is finished planning. A lot hit the cutting room floor, but what I chose makes sense given time. This update will be focused around one core aspect of the game, and that aspect is already optional. Hopefully you will enjoy it. There is some slight implementation of it happening, but it will be worked one as a small break after the main area of 1.2.0 is finished, but it should only take about a week.
Prepping Release
Then, the update is prepared. There is a general test to ensure everything runs smoothly, and if it does from start to finish, then the build is made and prepared on Steam. In the event that play testers find crushing bugs, but not ones that players will immediately find, they are put in that update's patch for the next day. In this case, 1.1.1 came out around three days after, and I expect the same for this update unless there is something I miss.
Intended Release
This update is a bit different in that it's the last "small" one. After this, updates will likely take twice as long as we reach the climax of the story. So, while this update will likely be finished in July, I want to give myself some extra time on the next update, so 1.2.0 will release when about half of 1.3.0 is finished. That said, that will be also pretty quick, as a story element ends at that point.
OK ALREADY, WHEN DOES THE UPDATE COME OUT?
Damn, chill. I suspect Update 1.2.0 will release between mid-July to mid-August, about a month after it's finished. By that point, there will, 100%, be a glimpse into the update after. I don't want to spoil anything, but we are getting very close to the end of the game now, like I can feel it.
How good is this story?
Now I can talk about this a little bit. I think that, within the full scope and context, this game's story is pretty solid. We see it through the eyes of Alex, and there will be questions at the end that go unanswered because we only see what Alex sees, we only get that context. That's why the wizards were recently added. I wanted a way to convey some lore through clues rather than bloat the game with context that doesn't make sense with how the cosmology plays out. That's a partial reason for the Melony segments. It makes a lot of sense overall for them to be there if you know the lore. Ultimately, Savior can be split into two games, this game and another more definitive story, but for what I want to convey, it isn't necessary, and I think it's better that way. That said, there is a sense of finality, and it does end full circle and satisfyingly so.
A Tip
The difficulty gets really tough at this point in the game. As such, I recommend using the farming. My weapon that I test with is the 6th level, I have 3 extra hearts from farming, and the extra weapon damage. It also doesn't hurt to have weapon damage. This is something you should probably start doing a couple days before the update comes out, as the difficulty jumps quite a bit.
No Music?
Well, I've made all Music, aside from minor sampling, myself. All music. All of it is now considered finished. There are, in total, now 18 tracks on the soundtrack. The list:
That's It
That is all for this. The next time you hear from me, something will have happened to document. I'm all in on this update, and I can't wait for the story to fully kick in.