Work On Skell's Quest Has Resumed

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Written by: Timlah | Written on: 7 May 2024 | Estimated reading time: 3 minutes

After a long period of absence from my main project, I've decided to pick Skell's Quest back up. For those of you unaware, I'm currently in the middle of a huge update, which has instanced zones, some basic cutscenes, bug fixes, combat improvements and most importantly - Dungeon encounters. Minigames are also added in this next update. So how much longer is needed?

Full List of New Content In The Next Update

Okay, this will be one very long list so:

  • The first dungeon, Gobob Bunka.
    • The Gobob's went too far in their war against the Elder's. Once a friendly Slime, Blobob was held captive in the Gobob Bunka, having cruel experiments committed on them. Blobob the Devourer has been driven to madness, gaining size and turning on its captors. Now, Blobob looks to break out of its prison, as it hungers for more. Can you stop Blobob?
    • The first true boss battle has been added to the game! A unique mechanic and powerful loot if you're successful.
  • Minigames have been added to the game.
    • Ever had to grind out a boss in a game and found it frustrating that the one item you need to complete your boss log just hasn't dropped? As a catch-up mechanic, we have minigames. You get to choose the loot you want if you successfully beat the minigame, or you get to pick a lesser item if you fail.
      • For now there's just one minigame (a sliding puzzle game), but this is due to be expanded in the future.
  • Yo dawg, I heard you like inventory, so we put extra inventory space in your inventory slots so you can store while you store!
  • New quests have been added.
  • New cutscenes between scenes.
  • New enemies.

And then we have some bug fixes such as:

  • Combat improvements
    • All styles offer something unique
      • Ranged has a poison ability
      • Magic has a healing and a damage over time ability
      • Melee has a paralysis ability
    • Some bug fixes
  • Inventory Management
    • Items can be moved anywhere within the inventory
    • No more random missing icons when you move inventory items
  • Enemies no longer get confused how to be enemies if you walk them a certain distance from their starting zones. Phew!
  • More bug fixes!!
  • Slight UI Improvements

What's Left?

When I came back to the project over this past bank holiday weekend, there's a lot of circular logic which would just end up with more bugs, so I'd like to tidy this up first. I've also got to make sure the whole dungeon works as expected, as at the moment it doesn't quite work as I'd like it to.

But I'm also aware I'd like to get this update out ASAP, so then I can work on making some assets. I may change my philosophy a bit and get some assets from the asset store, but I'll give myself a bit of time to make assets first.

That's about all I wanted to say, so thanks for reading! As ever, much love to you all and happy tinkering - Timlah