Devblog Update #5

Hello! For this month’s update I’ll show off some of the new art assets we’ve been working on, as well as a few things we’re working on adding to the game. We’ve made some fantastic progress on not only some major functionality for the game, but also a number of small polished to battle. Here’s what we’ve been up to.

After some friends did a round of alpha playtesting, we received feedback that a grid on the battle map would be beneficial for some players. Each of these grids have to be built uniquely to each map, but that gives me a lot of control on how they look and feel, as well and how they’re implemented. By tagging each grid map with an apt “Grid Map” tag, we’ll be able to allow players to turn the grid map off and on in the options menu. Here’s a screenshot of that grid in game.

glowtest

I’ve also been working through Chapter 2’s cast and dialogue writing. The city of Dellador is large, and with a lot of Victorian, two floor houses to explore, so those houses obviously have people that live in them. Below is a chart with not only the first set of Dellador NPCs, but also the few travelers and woodsmen that live in a camp near where Chapter 2 starts, in the North Ferga Plains.

Ch2 NPC Chart.png

Speaking of Dellador, Andrew Capone has finished the music for the exterior areas in the city. It’s a light, classy waltz that perfectly compliments the artsy/victorian aesthetic of the area. The track still has to be mastered and go through a few other rounds of synthy magic, but give it a listen and let us know what you think!

[soundcloud url=”https://api.soundcloud.com/playlists/257679738″ params=”color=ff5500&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false” width=”100%” height=”450″ iframe=”true” /]

There is a bit of work left to do on their directional facing animations, but then they’ll go straight into Unity. Our developer, Justin Mollenauer, is hard at work on implementing a global Event Controller so I can start putting together the game’s story scenes and actual event flow. With that in mind, the next thing we’ll work on implementing is Save/Load/Quit functionality. Here are a few mockups of what some of those screens will look like, as well as the title screen!

title-screen-start

title-screen-options-flat

And when creating a new game…

Title Screen Difficulty Select Flat.png

 

That’s all for now. As always, please feel free to comment with any feedback or questions. We may post another update before the holidays, but if not, we hope you have a wonderful holiday and a happy New Year!

– Justin

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