Monthly Archives: November 2017

DevBlog 83 / Pole-ishing things up a bit!

Hello fellow adventurers-to-be!

Hopefully you’ve all been having a blast stockpiling gifts for your dearest ones and yourselves too (come on, you deserve it!) during this week’s amazing sales! If not, that’s fine too!

But we digress… the DevBlog post #83 is here for your delightment!

We’ve been performing the final pass on building the Canyon Area, which includes the logic for the area’s content, gameplay and general flow.

Some NPC interaction events have been added as well to provide some additional story and lore, as well as some new assets such as…

Boats goin’ on here!?

The main puzzle we mentioned in the last DevBlog post, within the Roratory Temple, is now complete and fully functional, and all that is left now is to build up some dungeons and spice up the already existing ones!

The renowned dancer that was waving his weapon around last time we wrote you, or the Royal Guard if you prefer, is coming to life in terms of gameplay… basically he’s being taught how to make your lives miserable!

And he’s really committed to it!

The Canyon Kids have also picked up a couple of tricks, we felt that despite being really agile they were but lacking in the sneakiness department, so we fixed it!

Don’t worry, they’re in battery saving mode!

Hope you’ve enjoyed this week’s post, stay tuned for more and thank you for reading!

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DevBlog 82 / Boy does she look puzzled!

Hello friends!

We are almost finished with the largest puzzle that you’ll have to tackle in the game, it’s been a blast designing it and seeing it come to life as we all expected!

This puzzle will be present within the Rotatory Temple, and it draws inspiration from the Rubik’s Cube, which was part of our team’s childhood and maybe yours as well, so without further ado here’s a little something for you!

This gif puzzles me…

Our QA barbers have combed the lands thoroughly for even more nasties, trapping them all in neatly organized cages for the programmers to do some pest control… we take bug hunting seriously, honest!

Oh, the Elite Guard you saw in the last DevBlogs is already in the game, and he’s picking up some groovy moves, look!

Just Albert swinging its Halberd.

Lastly, the Canyon zone continued being spruced up, and it’s looking damn good! We’ve even added the interior for a Windmill that you may or may not find… what’s up there you ask? Well, you’ll have to find that out for yourself as well!

We promise it’s not flour!

That’s it for this week’s DevBlog, we hope you’ve enjoyed it and that you have an amazing weekend, see you next week and thank you for reading!

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DevBlog 81 / Oh my guard!

Hello all!

A lot has happened this week, we’ll do our best to keep it short and sweet with all the juicy details, so let’s jump right into the news!

Pun intended!

The Canyon area has been under heavy construction, our chief mason has been busy chipping away at all the rocks and cliffs so it won’t be long before we share some details on this zone!

Some of the dungeons have been blessed with added complexity and intricacies and several new sounds have been added to the game, as some are still temporary, but there is still a handful of work to be done here.
Also, here’s a shot of the Royal Guard in-game, on a scale of 1 to Big, he’s pretty big!

And as tough as he looks!

We also came up with a new solution for the torches and their mechanics as we weren’t at all pleased with how they were working before even though they were working as intended. As it was, our beloved main character had to look for a torch every time one was needed because she wasn’t able to store them, but it quickly became more of a chore than a complementary mechanic to the game. For this reason, we’ve changed their logic and now a torch is available at all times, yay!

Our QA army has been combing the game for all those nasty pesky bugs, much squashing was heard throughout the week with more to come in the next!

What’s this? The Royal Guard is being animated already? Uh oh!

Oh no!

We honestly can’t wait to see them in action, terrorizing our protagonist!

Stay tuned for next week’s DevBlog, thank you for reading!

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DevBlog 80 / And there was much rejoicing!

Hi everyone!

Hope you’ve all had a great Halloween and hoarded a ton of sweets!

Let us start by celebrating the 80th DevBlog Post, yay!

And there was much rejoicing!

We kept working on the Boss for the Canyon area, concluding its fight mechanics and animations that will surely provide a memorable challenge with a unique twist!

Some extra animations were also added for the main character, allowing her to dash diagonally in order to give players more freedom in dodging melee and ranged attacks, we’re pretty happy with the new dynamic they bring to combat. Here, have a sneak-peek!

Everybody was Kung Fu fighting!

On a sidenote, we’ve already added the first animations for the Magic system in the game, more information on this in a future DevBlog!

There were some polish passes on the AI of all enemies regarding their behavior while engaged in combat, mostly in terms of rotating towards their target, to be more specific.

The Royal Guard we’ve shown in the last DevBlog is already in the Low Poly phase, looking as awesome as it looks menacing!

Finally, the architecture for the massive Canyon puzzle is mostly complete, here’s a screenshot just for you!

Plans for the weekend? Spelunking!

As always, thank you so much for taking the time and interest to follow our blog posts, see you next week!

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