So, it’s been a while.
As you know from my previous Devlog, I managed to grab myself a job. I won’t lie - it’s been extremely busy and I’ve moved up within the company in a short space of time, which only made things even busier. But rest assured, I have been working on Shrouded in my spare time. Truth be told, I’ve just been too busy with the game itself to post a Devlog or any kind of official update since. But no matter - I’m going to keep you guys in the loop again from now on. Count on it.
On to business, though! The game has seen some pretty major improvements all around since way back in July. Firstly, we have a new character artist, which you may have noticed from the updated screenshots and such. Moua Yang has been working tirelessly pumping out updated character artwork in addition to providing different icons for various character emotions - small change-in game, but it makes the delivery of dialogue much more meaningful all-around.
Now also up and running is a choice-based dialogue system - something I should have implemented much earlier but hey - better late than never? Seems to be a recurring trend with the game as a whole, doesn’t it? All joking aside, the player can now partake in choice-driven dialogue rather than simple ‘Yes or No’ answers. This means player decision can have a much bigger impact on the story as a whole rather than just through how they handle other gameplay elements.
The story script, which I’m updating right now, is also being changed in a pretty drastic fashion. I’ve added a substantial amount of depth to the plot in recent times. A new character who will shape the outcome of the story in a significant manner, to name an example. With the script in place, the gameplay sections fall together much more naturally and most importantly - gives a more defined direction for the game as a whole.
As usual, there has been a round of bugfixes here and there - textures updated in certain areas where they would’ve previously been unsightly - and a few audio enhancements made to existing sound effects - as well as additional new music for the game’s soundtrack to replace the last few royalty free tracks lurking in the build. Thanks to Noah McKnight, Victor McKnight and Liam Wells yet again there. You guys rock.
For now, that’ll do it. I’ll be back with more news and updates in January.
But for the time being? Here’s a little teaser image.
Stay savage
~Crimson
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