DevBlog 57 / Reaching new heights

Hi everyone!

The artists have been fully focusing on character design and production these past few days. The Ancestor warrior we’ve shown before is pretty much done and will be game-ready as soon as the finishing touches on the textures are complete. Meanwhile, the final boss of this chapter is currently in the concepting phase, and we are confident this character will turn out to be a very fun and challenging obstacle for the player, due to the unusual weaponry that will be used during the fight.

A simple (yet important) prop has also been added to the game – elevators of Ancestor origin. These will be linked to a puzzle that links some areas of this chapter, and will allow the player to access otherwise unreachable places.

Testing the ancestor lift.

Gameplay-wise, the combat polishing is almost on point. We are really committed to making the “undead soldier” enemy feel like a threatening and convincing foe. He’s got some cool moves like the one shown below. The logic behind the “surprise spawn system” is ready to go, so it’s only a matter of time before we show you guys a humongous battlefield filled with bodies and a couple of unexpected encounters.

If you are too close, beware the smashing shields!

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