Week 12 Devlog


This week we are beginning to focus on polishing some elements in the UI and visual elements in game for the player. We have also been improving multiplayer performance and ensuring all mechanics are replicated properly to clients from the server! This week we were also able to make improvements on sound design and QoL changes, including occlusion masking for the camera. As our deadline for this vertical slice approaches, we are making great efforts to polish for critique. Enemies now drop wisps on death! 


UI Developments

Our UI has been taking major strides in visual polish, adding a title screen with animations and hover effects along with a new in game options menu. Our UI designer will continue to work with the lead artist to fine-tune our menus!

Multiplayer Performance

As multiplayer compatibility progresses, the dungeon generation is now occurring server-side and then replicated to clients so that the dungeon will generate with the same seed as the server. We've also been preparing for packaging a development build to ensure networking works!

Quality of Life Improvements

Other quality of life improvements and bug fixes are replicated animations for enemies, fixed client-side dashing direction after camera rotation, and the boss attack hitbox triggering before the attack animation.

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