DevBlog 21 / World and HUD Improvements

Hey everyone!

This week we all invested some time in the first portion of the game, making a lot of tweaks and populating every space with the assets we produced so far. The shots below show how much more alive the game feels now following this collective effort.

How'd It Get Burned?!

Lumberjack hut area and companion.

How'd It Get Burned?!

The old Temple

One of the things that is still in a clear “wip” state is the texture of the hills and cliffs that limit the areas of the game. There was actually an unfortunate setback in our process – Pichel had made a lot of progress in texturing when suddenly Mari crashed and a lot of work was lost, since it somehow corrupted the backup files. But nevertheless we are back on track.

How'd It Get Burned?!

Long journey

André worked on improving a bunch of mechanics, improving the “ambush” feature, the enemies’ awareness system, and updated the HUD alongside Tomé, using new graphic elements they designed together.

How'd It Get Burned?!

New UI elements

We also got a lot of new elk animations from Iuri that really help making it look livelier. Ricardo also jumped in to assist the team with the general lighting of the game.

How'd It Get Burned?!

The Aqueduct


2 thoughts on “DevBlog 21 / World and HUD Improvements

Leave a Reply