VELDENA Devlog #2: Puzzles, Cutscenes, New NPCS, and New Companions

VELDENA Devlog #2: Puzzles, Cutscenes, New NPCS, and New Companions

Unfortunately, I didn’t have time for game development since I started my internship. I also still have school obligations and need to stick to my mandatory workout routine (I really don’t like missing workouts). I can’t sacrifice any of these for the sake of making games.

August 18, 2025

Took me a while to get the logic behind this, but I finally made it work after three days of failure.

August 20, 2025

Bought several music pack / soundtrack DLC's for background music (they were on sale). Wanted to buy more but it kinda felt a little bit overkill.

Screenshot of the 3 DLC's I bought for background music

September 1, 2025

I was busy for the week and a half so I didn't do as much (game developing) as I wanted. But I did complete the trial room 1, which is a puzzle room.

All that is left is to check for bugs (non-intended game mechanic) in the game.

September 6, 2025

Oh boy, there were a lot of bugs that needed to be fixed which took quite a while to resolve. It was a real headache to deal it, had to revise, erase and create several parralel and autorun events. Actually, I also had to revice the coding of certain event objects.

Basically the whole map is being supported by mediocre code, I don't even know how it is functioning.

(No screenshots for the process because I forgot to take a screenshot of the faulty codes. I decided to focus all my mental energy in making sure the game functions as intended.)

September 9, 2025

Finally created the cutscene that leads the player to enter the first trial (I'll explain what the trials are later, just read along for now).

Basically the player and other NPC's are participating in their coming-of-age ceremony.

Lorewise, this "coming-of-age ceremony" consists of trials for the participants to prove their worth as future citizens. This event is mandated by the Empire (Idk what to make of Empire yet, will they be evil, good, in-between? Not sure).

As you might have guessed by now (If not, then you haven't been paying attention 😭) the first trial will be a puzzle trial, a trial to test the participant's intelligence and pattern recognition. It also works as a tutorial on how to proceed in dungeons and certain parts of the game.

For the 2nd trial, I'm thinking of making it a trial of combat, either between the participants, or maybe battle a soldier, or a monster. I haven't decided yet.

Next and final trial will be about the participant's character. What kind of person is He/She? Here, the player will have their trial interrupted and be separated fromthe group (I don't know how yet) .

In this separation, the player will encounter a deity in a form of a butterfly. This deity will act as a guide for the character in retuning back from the group.

Whether the deity is benevolent or has its own motives on helping the player is yet to be determined. What I'm sure of is that the player is blessed (somehow) with mythic energy/powers that is akin to mythic beings like the Deities and other mythic creatures.

(In this made-up world of mine, the deities are creatures of mythical beings, some mixed with divinity, some mixed with the opposite, others with mixtures of several or one element.)

September 14, 2025

I found a bug while obtaining screenshots for this devlog. Will be trying to fix this. This will result in a delay for the monthly devlog.

Screenshot of the yellow button that is bugged.

(The bug in question is Switch #7 or the 2nd yellow button. It is not working as intended.)

September 21, 2025

It's unfortunate but due to my busy schedule, I wasn't able to dedicate as much time I would have like to with this game.

On the bright side, I've found out why issue on why the button isn't retracting back to defatult.

Screenshot parallel event

It was due to a missing "Else" command for x-axis. The previous switch worked without the x-axis because the only way for the player to move was up or down so there was no need for an "Else" command for the x-axis.

(This literally took me days to figure out. I hated myself for a quite a while. At the same time, I felt euphoric because I finally solved this stupid problem.)

This bug happened due to me simply copy pasting the last switch's parralel event and changing the variables to make it activate a different switch. Which should have been fine, but, as I said before, the copied code did not have a command to turn off the switch when the player moves away from the button in the x-axis (left or right movement). This was a very big oversight for me. Glad I found it.

With that being said, check out this stuff I made for the 2nd trial while ignoring the bug for a couple of days.

While I was stumped on how to fixing the bug, I decided to dedicate my enery elsewhere, in this case, the next trial, the combat trial.

My plan is to have the player interact with his peers and potential companions. Then introduce him or her to the combat system by fighting monsters alongside party members.


Short Message

I really wished I could've done more this month, but with new school obligations in addition of my existing hobbies, there just isn't enough time. At best I can do 25 minutes of productive work in weekdays due to me being exhausted already (I can only develop the game in night, no time for day or afternoon).

Despite my free time being shortened, I will try my best in completing this RPG, it seems that it'll take a while and won't be finished within the year, but I will complete it.

Thank you for reading and God bless you.


Copyright ©2025 by Marshall Vulta