HI Folks,
So it’s been a little while since our Kickstarter post-mortem, and what a busy time its been!
Team Megasloth moved North 300 miles, found a new base of operations which we had to furnish and set up, and one of us started a Masters Degree. On top of that we caught the plague which had us all in bed unable to move for a week and a bit, so understandably, development has slowed down a bit while we all adjusted to the new circumstances.
But just because it slowed down, doesn’t mean it stopped. We’ve been hard at work tweaking the character controller, getting it to a place we feel gives it a nice fluidity while still providing room for skill and challenge. On top of that we’ve been perfecting the grapple system, investing in new enemy mechanics, and creating some prototypes for the first few levels of the game!
![5d0a7848785e4.gif 5d0a7848785e4.gif](https://i.gjcdn.net/public-data/fireside/posts/5/202/321952/media/5d0a7848785e4-8egza2ut.gif)
As we’ve mentioned before, you plan for the full version of Choreo is to break down level size a bit, to provide more digestible chunks you can burn through and really sink your teeth into, without committing too much time. This also means load times will be faster, and we can make each segment more distinct and unique. This doesn’t mean a loss in content, more that we’d be breaking down what we had so it flows better.
![5d0a7851eb73f.gif 5d0a7851eb73f.gif](https://i.gjcdn.net/public-data/fireside/posts/5/202/321952/media/5d0a7851eb73f-qab2n7px.gif)
Take for example our prototype level, which ran around 15-20 mins for completion if you knew what you were doing. We’re breaking that down into 5 different segments, enhancing each one so that they’re more thematically strong and present their own individual challenges that flow together smoothly.
![5d0a7853329bc.gif 5d0a7853329bc.gif](https://i.gjcdn.net/public-data/fireside/posts/5/202/321952/media/5d0a7853329bc-hktqgwvu.gif)
With regards to enemies, one of the comments we often received in our prototype was that they didn’t feel distinct or impressive, with most of them just being pretty damage boxes on wheels. We’ve taken that to heart and are currently investigating ways to make each enemy feel fresh and dangerous, whether that’s giving them a projectile weapon, the ability to stalk players through a zone, or more shoving power with each hit.
![5d0a785a6716d.gif 5d0a785a6716d.gif](https://i.gjcdn.net/public-data/fireside/posts/5/202/321952/media/5d0a785a6716d-amdppbyv.gif)
An advantage of our new character controller is that it’s physics based, which means it can interact more interestingly with the world, this allows us to have enemies, objects and terrain interfere with your movement more, providing more impressive challenges.
We hope these examples of the work we’ve been doing give you an insight into how the game is progressing, and assuage any fears that development has halted. We’re dedicated to making Choreo into the great game we know it can be, and will keep you updated with information on how its progressing as often as we can!
If you want to keep up to date with the latest info, we’d recommend following our twitter: https://twitter.com/HeraldofLoco as we frequently update this to show new features, prototypes and more!
That’s all for now, so thanks for reading, and we look forward to sharing more Choreo news with you in the months to come :D
Also check out our poll below, and let us know what you think with regards to how we develop our grapple mechanic!
Team Mega Sloth
5 comments