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Shadows and Sorcery
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Devlog
Devlog #7 – Shadows and Sorcery: Production Release
March 11, 2025
by
iMayiVT
This release marks the culmination of my development efforts— Shadows and Sorcery is now officially available for download! We’ve packed this release with major improvements, new features, and cri...
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Devlog #6 | Dialogues Overhaul and Demo Release
January 28, 2025
by
iMayiVT
New Features 1. Advanced Dialogue System My new dialogue system has been completely overhauled, inspired by Peyton Burnham’s framework but rebuilt nearly from scratch to implement new functionality...
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Devlog #5 | Magic and AI Updates
January 21, 2025
by
iMayiVT
Game name Updates: The game name formerly known as Blasphemous is now officially titled Shadows and Sorcery . The new name encapsulates the magical, mysterious, and light-driven themes of the game. Ma...
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Devlog #4 | Lights and Menus
January 21, 2025
by
iMayiVT
Dynamic Menus The menu system has been overhauled to be fully dynamic. It adapts to the available options and primarily server as a navigation tool for development rooms , where I test new mechanics a...
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Devlog #3 | Reworking the Dungeon System
January 21, 2025
by
iMayiVT
In this iteration, I decided to completely rewrite the dungeon system from scratch, once again using JavaScript as a development base. This allowed me to test ideas quickly before attempting to port t...
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Devlog #2 | Random Seeded Dungeon
January 21, 2025
by
iMayiVT
The concept behind this is to allow the player to choose a seed from the main menu and play the game with that seed, or let the game generate a random seed. The game will pass some data to the functio...
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Devlog #1 | Discovering What I'm Able to Do with GMS2
January 21, 2025
by
iMayiVT
I initially planned to use a 3D raycasting system with the d3d library, but due to its removal in GMS2, I’m no longer able to use it. Instead, I will experiment with perspectives to create a 3D-like...
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