Oh my, it’s been a week already? Seems like this dev blog thing is sticking. All comments and feedback is really encouraging to read. So, if you take the time to read, like and comment, it means a lot to the whole team :)
Our focus is still on the battle and it will continue to be so for a while. Up until late January, to be more precise, since we are working on some key features to present for our publisher. And let me tell you, the battle is really shaping up to look and play awesome. Still a lot of things to work on, but my spying eye has caught glimpses of amazing stuff to come. We aren’t ready to show off battle just yet, but rest assured we are working hard to be able to show it as soon as possible.
So, as I have mentioned before, we are reworking the visual design and lore around some factions, to make their battle line-up more varied and striking. Kordian, one of our pixel artists have, among other things, been trying out new poses and characters for Doneria. The new pixel art isn’t finalized, but deliberately kept on a sketchy level, so we can discuss internally and with our stakeholders before we finalize the troops.
Patrik has been working on creating a random battle background generator. It will generate backgrounds that fit the environment where the battle was initiated. So if you decide to attack an enemy that's standing on a grassy tile surrounded by forest, the battle background will reflect that surrounding. It's still a work in progress, but it's coming along nicely!
Niklas have been finishing up the conversion to our new sound system using Wwise. He has also been working on our level editor so we can create battle maps with the 2.5D style as well as adventure maps, using the same editor. Currently, he is enabling more types of targets in battle regarding our spells.
And speaking of spells, David has been working on a pretty sweet fireball (YEAH!) while also learning the new-ish shader graph in Unity.
And finally, we shared a little sneak peek video of our level editor recently. If you missed it, here it is:
Please note that this is a devblog. Features and graphics mentioned or displayed above may or may not change during the development process.