We’ve got some big news: We’re working on a Kickstarter campaign that we’ll launch in a few months. We all have been working on times and production, so everything goes as smooth as it could be, whenever we launch it.
New weapons & KS, Luigi
I’ve been dedicating most of my time to prepare all info needed for the Kickstarter campaign we’re going to launch soon™. There’s a lot of stuff to do. Prepare the campaign, rewards, contacting with providers, etc.
I’ll talk more about it in the future!
I’ve been also working on a couple new weapons and I’ve been learning a lot about shaders!
Although weapon assets aren’t final, here they are:
Proton Blaster
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Neon Whip
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We’ve done a life UI rework and I’ve been implementing it too, there’s still some stuff to be implemented, as your squad interface.
Finally, I’ve been polishing combat gamefeel. Whenever you hit an enemy, whenever you shoot or get hit, etc.
There are many tiny things that provide subtle feedback but make it a total different experience. All these small things are what create such gamefeel.
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Spawn & new Hive, Alberto
All enemies will appear through portals. I’ve been designing a system that let us manually position portals inside each individual room. When the player enters a room the enemies will decide (based on different parameters) in which portal they’ll spawn.
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We also decided to iterate on the Hive’s design because we felt that it was kind of annoying to fight against it. The first Hive spawned minions that run against the player and then exploded. This time, the Hive throws this minions into the air, aiming at your position. This makes this specific enemy much more challenging than before.
This is what it looks like in game:
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New NPC & Intro, Julio
This past weeks I’ve been animating a lot of characters for the intro scene of our game. I hope you will like it when you see it at our future Kickstarter campaign!
Also I have been working on some particles fx for the spawn portals and in our first NPC, the Blacksmith, a lovely grandma who is a master weapon crafter.
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Enemies redesign & new world, Dani
During all this time I have been preparing a lot of things for our trailer and the Kickstarter campaign, also improving different aspects of the game, such as enemies of the Fungi Ruins, the spawn point and the user interface.
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This week I’ve done new things for the game, designed the blacksmith, prepared the first sketches and concepts for the next world, “Bandits Arena”:
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