Monthly Archives: November 2016

DevBlog 35 / Bug hunting and feedback from LGW

Hi everyone!

Last weekend we went to Lisboa Games Week – so we got a ton of feedback and a lot of play testing was done. It was also great to see people from 10 years old to +30 playing and enjoying our game. We are very grateful that IndieDome selected us for showcasing at LGW (IndieDome was responsible for bringing national and international developers).

Super focused player.

IndieDome at Lisbon Games Week.

So this week we were working hard at bug fixing, as well as updating or tweaking some of the art.

Additionally, we have just started working on a very important new NPC, and we just wrapped up the concept for him. We’re currently calling him “the Kid”, and he will be a major help throughout the player’s journey, helping the Girl and the Elk get past certain obstacles, or even supplying them with items and info.

The Kid.

And an extra feature: Cinematic camera test for some showoff captures 😛

Cinematic Camera Test.

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DevBlog 34 / Muddy Slug

Hi there!

Once again, the team is working hard preparing a build for showcasing at Lisbon Games Week. Almost everything is ready, and we are finishing some small details as well as play testing a lot. Some additional features were added like an option to auto draw weapon when the player is near a threat. These showcase events are great for defining the default options of the game.

We also introduced last week some new enemies like the half transformed villager and a swamp slug. The latter is still in the making, but we can show you guys the concept.

The swamp slug.

Mid-transformation villager.

We are working on some new move sets of the Lumberjack Brother. There are still some balancing issues, but the feeling is there. We added physics to the pony tail.

Combo Attack move set.

The swamp area is complete (for now, we will add more stuff later). Time for some light baking, and small color grading tweaks.

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DevBlog 33 / Straight outta the Lumberyard

Hi everyone!

It has been a very tough work week for everyone. We are closing a new area of the game that will be shown in Lisboa Games Week in 17-20 of November. A lot was added or improved, from characters, props to polished code. We are also doing some playtesting.

The swamp area is practically complete, and now we are tweaking the overall colors and exploring ways of adding details that enhance the mood, like thick fog and small water puddles. Here is a shot showing how the whole thing is coming together.

Unknown lands.

In the previous blog update we’ve shown the concept for the Lumberjack’s twin brother, and now that we’ve wrapped up the production for that character we can show how it turned out.
We also added a few minor details to the UV maps of the first Lumberjack, including a placeholder “hand-painted” fur texture to his shoulder pad which we plan to eventually change into “hair cards” further down the road (similar to the system we’ve used for the Elk model).
You can see in the image below the Lumberjack siblings chilling together.

You walked into the wrong neighborhood.

Here’s a sneak peak of the Wanderer’s idle animation. Remember to go talk to him!

The Wanderer, idle animation WIP.

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