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Report RSS DevLog #67 - Wiki, Caves and Weird Trees!

We’re slightly late. Sorry everyone! DevLog. Now. We present the new CrossCode Wiki and a lot of progress, including the new Bergen Trail area with weird trees and caves.

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We’re slightly late. Sorry everyone! DevLog. Now. We present the new CrossCode Wiki and a lot of progress, including the new Bergen Trail area with weird trees and caves.

CrossCode Wiki

The new CrossCode Wiki is now available and it’s on Gamepedia!

If you feel like writing some interesting content, useful hints or fun trivia about CrossCode, this is the right place! Big thanks to Curse Gaming for hosting the wiki for us!

Bergen Trail Progress

Remember the basic tileset from Bergen Trail in the last DevLog? Look what we got now:

mockup-screenshot1


mockup-screenshot2


Bergen Trail now comes with a number of weird looking plants, including the new “Feather Trees”:

feather-tree


That’s at least what people started calling them. We also implement the new jump panels that will help you reach a higher altitude quickly.

climbing-bergen

Oh… and enemies will be able to use them, too:


jump-panels


Sorry, no easy escape route for you. :D You will not only climb a mountain in Bergen Trail, but also be able to enter and explore caves! We started working on the new tileset:


cave-second-ingame


That’s a lot of map graphics, but it all seems rather lifeless so far, right? That’s because we still need to create the enemies. That’s next on the list. Concepts are already planned out!

Rookie Harbor Progress

We finally got the outside maps of Rookie Harbor finished. It’s quite the place already, with a lot of small yards and back alleys waiting to be explored. Here’s some screenshots:

center-east

north1

north2

Next on the list is filling this place with life. That means NPCs. A lot of them. Also: Creating the interior of some of these houses.

Editors and more editors

While creating new content we sometimes also take the time to enhance our editors to create content much quicker. We may have overdone it a bit this time - but surely it will pay off! First of all we created an editor to configure enemies:

enemy-editor2

Previously we’ve been editing enemy assets with a generic JSON editor. That means setting key/value pairs by hand, remembering the correct labels - which almost never works. Yes, it’s the story of the effect editor all over again. Anyway, the new editor provides the right selection of possible values in most places and makes the configuration of enemy assets so much easier. And we’ll be adding several enemies soon, so we’re glad to have it! Additionally, we extended our map editor to feature the new Entity Brush (we actually started implementing this in one of our dev streams). The brush feature is now complete and allows us to select a list of entities to be randomly spawned per click:

entity-brush

We already know from the Autumn Rise area how much work it is to spawn a large quantity of decorative entities. This tool accelerates this process a lot.

Quests

Felix and me started working on the technical details of quests. I went on to program the basic models and editors to author the quests. We also collected a number of nice quest ideas. Not sure how many we’ll be able to implement for the 0.2 milestone - but we’ll try our best. :D Anyway, next on the list is the implementation of all quest related HUDs and Menus. … and that’s all. The new milestone is getting closer. Time to push development~ Until next time! PS: CrossCode is currently on Steam Summer Sale. In case you don’t have Early Access yet. :D

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