Hello again! We’ve survived yet another week, despite being engulfed in a small snow blizzard for the past few days. But at least I find it refreshing since the winter this far has been exceptionally warm here in Finland… Anyways, even though I know that you’re just dying to hear more about the local weather, I’m afraid we’ll have to move on to the development update. Since I’m in a storytelling mood now I’ll avoid the usual bulleted list this time! But first, since some of you have asked what our automap looks like, here’s a screenshot. I hope I didn’t ruin the joy of discovering the early parts of dungeon level 2 for anyone! The “N” on the map indicates a note that I’ve left and you can see what is written down in a note when you bring your mouse on top of it. Level three will be displayed on the other page once the player discovers it.
This week a lot of our time has been spent in numerous smaller improvements and bug fixes again but one of the more visible changes is that we have a handful of cool new decorative props in the dungeons. For a developer who spends hours upon hours staring at the game, it’s very easy to get used to how the game looks but every time you add something that brings just a little more visual flair, it always manages to take you by surprise and make the game look and feel fresh again!
Juho also started sketching the “key art” of the game. This is basically what our “box art” will be but with the digital marketplaces and such the image needs to be a little more flexible since it needs to work well in multiple different cases that can have different sizes, aspect ratios and layouts. For inspiration we looked at a bunch of cover arts of various oldschool role-playing games and Juho’s big pile of art books also came in handy once again.
Our AI has recently been learning some new tricks and maneuvers and this week, we’ve managed to fill in the majority of the quickie placeholder animations with more proper animations. Also the new flying creature we mentioned about last week has been through an animation pass. It still uses the sounds from another monster but I’ll do some audio for it next week.
And as per usual, the bulk of the work lied in the multitude of smaller things like iterating the dungeons, doing some more descriptions for some of the items for added flavor and adding more special attacks for the weapons. Also, one of our slimier monsters (not the snail!) got its textures touched up. And hey, that’s it for the weekly update once again. Have a good weekend, everyone!