Re: Door To the Heavens [The devlog thread]
Posted: Tue Dec 09, 2025 4:58 pm
Yeah, I do feel the OHR can do a lot these days.
Anyway!
I changed around some wires and now I can have enemies on both sides of the field. Not entirely sure where I'd use this, though; probably some sort of minigame/arena area.
Hitting random targets is an effect I've been meaning to do for a while now, but only got around to this past month. Most of the time they don't pile up on a single target like this.
Changing enemy sprites! Their stats also get changed around a bit when this happens, outside of the regular buff/debuff system. I'd be hesitant to do this sort of effect normally, but end-of-scenario dungeon enemies get a bit of leeway when it comes to out-and-out cheats like this.
I also went and added in an extra attack thing, to eventually reinforce Zhen's thing as the multi-hit attacker. It's actually working as poison and the like do, just focused at the enemy instead of the afflicted.
And looking forward a bit more, I set up another background for an area in the second scenario, and also added in a bobbing effect similar to the one Float uses, but this time disconnected from any status.
++++++
Elsewhere, the desert continues to trundle towards being done. I've mapped out everything, and now just have to get all the NPCs/enemies/treasures/events set up in it.
There's an oasis, of course.
As well as guys who get in your way out in the desert proper [mostly in the area that only shows up if you go to the desert scenario third or fourth, but also in one other map].
I also set up something similar to the circle of fuzz that pops up every so often in FF4.
Lastly, you can get skill customizations from various sources outside of leveling up, and it's about time I made any sort of message for when that happened. Maz, as the main character, gets special treatment and so has their main elemental skills upgraded all at once.
But that's that for this month. I'm working on something tangential until the end of the year, so maybe won't be doing a january update. We'll see what happens.
Anyway!
I changed around some wires and now I can have enemies on both sides of the field. Not entirely sure where I'd use this, though; probably some sort of minigame/arena area.
Hitting random targets is an effect I've been meaning to do for a while now, but only got around to this past month. Most of the time they don't pile up on a single target like this.
Changing enemy sprites! Their stats also get changed around a bit when this happens, outside of the regular buff/debuff system. I'd be hesitant to do this sort of effect normally, but end-of-scenario dungeon enemies get a bit of leeway when it comes to out-and-out cheats like this.
I also went and added in an extra attack thing, to eventually reinforce Zhen's thing as the multi-hit attacker. It's actually working as poison and the like do, just focused at the enemy instead of the afflicted.
And looking forward a bit more, I set up another background for an area in the second scenario, and also added in a bobbing effect similar to the one Float uses, but this time disconnected from any status.
++++++
Elsewhere, the desert continues to trundle towards being done. I've mapped out everything, and now just have to get all the NPCs/enemies/treasures/events set up in it.
There's an oasis, of course.
As well as guys who get in your way out in the desert proper [mostly in the area that only shows up if you go to the desert scenario third or fourth, but also in one other map].
I also set up something similar to the circle of fuzz that pops up every so often in FF4.
Lastly, you can get skill customizations from various sources outside of leveling up, and it's about time I made any sort of message for when that happened. Maz, as the main character, gets special treatment and so has their main elemental skills upgraded all at once.
But that's that for this month. I'm working on something tangential until the end of the year, so maybe won't be doing a january update. We'll see what happens.