WE’VE BEEN LISTENING
So a lot of feedback we’ve gotten from you guys points to the darkness of each level being a little too…well, dark. So we’ve put our heads together (not literally, that would be weird) to come up with a few other ways we can hide the characters without completely casting blackness over majority of the maps. Some marvellous ideas that came out of that brain storming session were a think fog and a blizzard (yeah, there’s going to be a snow level at some point, but sssshhhh don’t tell anyone). We’re already trialling the fog in the soon-to-be-completed Enchanted Forest, as seen in the image below.
NEW CHARACTERS ON THEIR WAY!
We are currently working on bringing you new character models for both the Gobblers and Pixies, which will be selectable prior to each round. In our efforts we aim to bring a several new Gobblers and Pixies into the game within the next 3 months, and we will only continue to add more from there. Below will give you a glimpse at what some of these new designs for the Pixies might look like.
OTHER UPDATES
In other news…more networking - yep, lots and lots of networking. We’ve revamped the networking code to be super modular, and networked the new abilities - charge (we’ll show that off soon enough) and shield.
GUI is something we’re also reviewing and improving, gunning for the best possible experience. We’re actively working to improve GUI systems to handle a variety of situations that may be encountered, and also designing new screens that offer character, game mode, and map selection.
Hunt ‘n Sneak Devlog #6 - A Look at the Enchanted Forest!
FOREST UPDATE
So it’s been a little while coming now, but we’re finally happy to present you with the first in-game look at the Enchanted Forest level which will released later this month. It’s the most detailed level thus far, and I personally think it’s got a great look. We can’t wait for you guys to jump in!
ABILITIES AND POWER-UPS
The first abilities and power-ups are being introduced in Hunt ‘n Sneak! Pixies will soon be able to repel the Gobbler’s advances with a bubble shield by collecting moon drops throughout the level. Gobblers on the other hand will be able to bear down on the Pixies by using a charge ability. These mechanics will take Hunt ‘n Sneak game play to the next level, and this is just the beginning! Watch this space for more updates that are right around the corner!
Hunt ‘n Sneak Devlog #5 - Epic amounts of writing, Kill Cam, and Forest Update
FUNDING APPLICATION
Over the last month we have been doing writing, planning and more writing for a funding application for Film Victoria and boy have we had an epic journey of writing and planning. It has been great to really flush out our idea though so we can figure out important stuff like how we are going to market and pitch the game, aiming to really sell our idea, and planning an approximate timeline for how we are going to fit all of this in!
There is one exciting thing about all of this planning though, we are aiming to go to PAX Australia again this year! So pencil in the dates, book your flights and come down to see the game and its developers because we are really excited to show it off to everyone!
CODE OVERHAUL
So lets get the boring out of the way first (or at least boring to those of us who aren’t programmers). We’ve spent a truckload of manpower recently rewriting the entire code base in a more modular way so that there are no dependency issues with networked objects being different to non-networked objects. The desired outcome is that when something is networked the network functionality can be added on top of the existing code instead of having to churn out new code that does the same thing (I’m going to pretend I just understood that thing I just wrote).
KILL CAM
No, our project has nothing against people named Cam or Cameron. Just wanted to clear that up real fast. More exciting than name based prejudice is our soon-to-be-implemented camera feature that hones in on the last pixie standing and their final dance-off with the Gobbler. Of course when I say dance-off I mean spine tingling, last chance at survival, crazy dash out of the gnashing jaws of…well you get it.
FOREST UPDATE
The Enchanted Forest is shaping up to be our most detailed stage yet, and I have to say, our thumbs are plenty green. Currently we’re in the midst of creating a strikingly ambient environment, paying close attention to the layout of each area. We’ll be showing off some actual in-game snaps soon, but for now, here’s a sneak peak at some of the flora you can expect to encounter.
0 comments