Actually, QA came early during the week, and we’ve been doing some extensive sessions which led us to implement some additional tools and on-screen information for assisting with the playtesting and debugging of the game!
The new streaming logic we mentioned last week is still being tweaked and optimized, and we’re pretty happy with the results we’re getting!
A new animation for the masked youths is also nearing completion, as you can watch see below.
We felt the need to add a little more variety to the game’s enemy pool, and we thought it would be cool to have less “area specific” creatures the player could fight with. Most of the ones we have so far are basically bound to the chapters they first appear in, and there’s no way around that because of the lore. So we are coming up with new ideas for creatures that can spawn anywhere throughout the whole adventure. The first one is a monster that inhabits barrels, and it will keep you on your toes anytime you’re about to destroy these wooden containers in hopes of finding random items.
Producing the assets for this enemy also forced us to remake the basic barrel and crate props, for the sake of coherence, especially because the ones we had previously were recycled placeholders.
Coming down nicely 🙂
But I have some feedback for the masked youth animation: the spring like motion when he lands is nice but it feels like he gets glued to the floor as soon as he lands his feet, I think it needs a little spring to the right due to the inertia of the jump (maybe just a little on the pelvis) and then compensate with the spring, it could have a better arc on the motion I think.
Nice eye Guillermo thank you for your feedback I felt the same !