Welcome to the second official dev update of Legend of Grimrock 2!
For the past weeks we have been progressing at a steady pace towards our goal looming in the horizon, the first playable alpha. I’ll go through some of the major events that have happened in development.
First of all we got a new team member, YAY!! Welcome aboard, Mr. Jyri #2 aka Jykä! Jykä will be working as an animator and will essentially double our animation content creation throughput. Jykä is already working on his first monster while getting accustomed with our content creation pipeline. We are know 6 men strong which is 50% more than when we were working on LoG1.
Jykä is an especially important addition to the team because he’s the only man who knows how to properly use a coffee maker (an important skill e.g. if you have high profile visitors)
Olli has been helping out Jykä to get up to speed and he’s also been active on the business side by filling blanks on obscure documents for our new accountant. Sometimes the business side of things feel like solving a cryptic Grimrock puzzle and Olli’s getting pretty good at it. Olli’s also found time to complete animations for the very first monster you’ll encounter in LoG2.
In another news, Jyri #1 has been working on new items graphics. We need at least a hundred new items for LoG2 so this will keep him and a few other people rather busy for some time! Jyri has also been modeling new environmental assets and a new puzzle object that Antti will be putting into good use.
Talking about Antti, he’s been working on the levels and we now have about 30% of the playable area in “pre-alpha state”, i.e. mapped out with puzzles and initial placement of monsters. I’ve also helped Antti by creating the first version of the very first introductory level.
Juho has been working on a new monster concept and has also been modeling assets for the first level. He’s also gotten his eyes shot with a laser and he had to take a few days off to recuperate. His new laser-cut eyes will hopefully make him even better as an artist (if that’s even possible!).
On the tech side the refactoring work for the component system is finally done. Some other notable changes are: a new quite deadly trap, and lifting off the restriction of levels having to be 32×32 squares in size. Levels can now be any size up to 64×64 and also non-square. Levels can now also be connected in north-south and east-west directions as well as vertically.
Last weekend Juho and Antti were scouting for a new office space and getting some inspiration for LoG2 by hiking in Repovesi in the vast Finnish wilderness. Here are a few shots from the woods.