This week a lot of small tweaks, balancing and gameplay polishing was done: the stamina behavior was improved (now it takes a while before the stamina is regained after it was completely drained), the parry detection is more efficient, as well as the hit detection on enemies. Changing targets when locked is now more intuitive and the player can choose easily what target they want to attack.
Since it was clear that being immediately expelled from the Elk’s back while near enemies was frustrating for the players, a small change was made in the Elk’s stress behavior so that now the stress simply increases much faster instead, making the experience of riding more manageable.
Direct swap items on the Elk’s inventory is now possible, so there’s no need for the poor design decision of dropping the item and then picking it up again.
In the art department, the work on the new enemy is advancing smoothly. Here is HighPoly model:
Cursed soldier Highpoly.
We are also coming up with a new foe for the Girl to fight with, a big armored Ancestor that will require careful planning in order to be brought down.
Meanwhile, we also continue to replace old animations with fresh ones, such as this:
Pushing unlocked doors.
Since PAX East, our art team has been working on the new chapter. Hopefully, just by looking at the first enemy concept you can tell it’s going to be very different from the previous one. A more medieval approach, with epic battles and battlefields. We already have this area blocked out for quite some time, but both the look and feel of the enemies are still in the works. Also, some level design refinement will be done. As previously mentioned, the story and mood will get darker as the adventure progresses, and the upcoming environments will reflect that change.
Cursed soldier – Under-armor concept.
We are working hard polishing some aspects pointed out by some players during PAX (thank you for playing and giving us honest feedback!). A lot has been done in combat fine-tuning and camera behavior. Parries now work much better and are fun to use, and defending with shields now works properly, taking into consideration the direction of the attack (this applies to the player and the enemies alike). We also added some more visual feedback when an attack lands on bigger enemies (for example, if you hit their legs, they react to it subtly by twitching).
Like we’ve mentioned in previous updates, every time the player gets killed in the game, the Girl will awaken from a “nightmare” in the last checkpoint. That specific animation has already been implemented, as you can see below.
Waking up from a nightmare.
PAX is definitely something else, we could not have anticipated the amount of feedback and visitors that we got. It was well worth all the countless hours spent on an airplane and the harsh Boston temperatures, we strongly recommend it to all developers and visitors. The organizers and support team at PAX and the Indie MEGABOOTH were some of the best that we ever had the pleasure to work with.
PAX is MASSIVE! Boston does get quite cold at times.
It was also a great opportunity to mingle with developers, it’s always great to be able to share, and learn, from others. It’s a great place to get in touch with publishers, artists, marketers, and fans. Our only regret is not being able to play most of the games available, there was simply no free time, even with 3 of our team members there.
Our humble booth and a small crowd checking out the awesome games at the Indie MEGABOOTH.
If you are an indie developer looking to boost your visibility and establishing critical contacts, PAX is the event for you. Be sure to plan it appropriately, it will save you quite a few troubles. Get power adapters beforehand, take 2-3 times more flyers or giveaways, use rollups or take appropriate hanging material. Due to lack of professional grade duct tape, we ended up using Velcro everywhere, not a great solution.
Some assembly was required.
If you have not already, be sure to check the new tabs available for additional Story, Gameplay and Media. We will be back next week with new development updates.
We’ve been having a very busy week – preparing everything for PAX, making posters, testing, bug fixing and adding new improved material.
New fresh sounds were introduced, and we hope the american audience will be able to notice them 😛
Final look of the current buildings.
Mostly it has been all about polishing what we’ve got. Small additions like flag vertex animation and candles’ behavior, or the placement of simple props laid out strategically allow us to enhance the mood and fine tune the visual storytelling.
Cool illumination effects with particles.
This is a small devblog post, there are way too many last minute things to do right now!
The flag says it all.
Wish us luck! Next week we’ll write about our experience at PAX.