Kickstarter scenes & shaders - Luigi
These weeks I’ve been working on many things! I’ve been reorganizing all the work we’ve left until the Kickstarter launch and I’ve been working on my beloved shaders, too!
I’ve been setting several scenes we will show in the Kickstarter presentation video:
Dani has already finished the danger zones we’ll use for specific moments, such as when the enemy “Hive” attacks us. I think they’re wonderful!
I’ve also been creating a couple of new shaders: We’ll use one in the UI that shows when you pick a new weapon and for the other one… well, we’re testing it yet, but we believe it might go well in our icy world, to create refraction underneath the ice and such.
Finally, I’ve re-designed our in-game Input System to make it more accessible. Nothing remarkable, but it was something that had to be done, sooner or later.
Apart from all this, I’ve been dedicating a lot of time to game production. We’re reaching a crucial moment and we must have it all under control to avoid delaying our initial Kickstarter release date.
New enemy - Alberto
New devblog, new enemy: Flying breeder. This is what I’ve been working on this week:
As you can see, by itself is not a very powerful enemy, but you will need to be careful when you are surrounded by more enemies. Its dash is dreadful.
This new enemy took most of my time, but I also had some spare time to record new scenes for the upcoming Kickstarter video.
New world, UI & new character - Dani
This week is full of new features and improvements, such as the design of the new frozen world -not the final name yet-, with its tiles and props.
Also I designed new interfaces for the game, that introduce new mechanics, such as the bomb defuse or the appearance of new weapons in the game.
“Danger zones” still didn’t have a final graphic asset, so I’ve put my hand into it. These “danger zones” warn of an imminent attack on a specific area.
And finally, I have something that I forgot to show on last week devblog, the sketches and the concepts of the third playable character: The Spike. Next week I’ll show the final in-game version.
Weather FX & giant bomb - Julio
In this sprint I have been working on the new world. It’s a frozen planet with an extreme weather and odd monsters frozen inside the ice. I made weather effects (blizzard, steam…), so that the player can feel how cold this planet is.
The next thing was to animate the new weapon chest of this new world and design the showcase animation that we will use every time the player obtains a new weapon, where you will see the name of the weapon, a small description and its stats.
Later I focused on animating a giant bomb, part of one of the new mechanics of the quests that can be assigned to us in the game.
Finally I have also been working on many small fixes urgently needed by the rest of the team, as well as the animation of a new and small mushroom-trap.
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