7th September Progress

Afternoon ladies and gents!

Daily updates feel silly lately because where we’re at right now, we’re focusing on just about the same things each day. Sorry for the repetitiveness and repetitive lateness. :D

We’ve got Kyren still working out navigation with the star map and Bartwe working on in-game tech like the double-jump and dash, with artists assisting on animations to make everything look all pretty.

We’re still hard at work on making cool monsters and configuring them to work in-game. I’ll show you a mockup of an unfinished monster called a Divern!

tIa4TVC

We’re also still working away on dungeons– Armagon put in loads of hours on the prison dungeon this week and has been tweaking some of his older dungeon rooms just a bit because he’s a perfectionist. :P

In other news, we’ve been arguing over who looks better in a dress: me or Tiy. This is really important.

5th and 6th September Progress

Alright! In an effort to catch up and stop lagging a day behind on updates, I’ll fill you guys in on the last couple of days. Still pretty brief, but here goes:

-Work continued on unique NPCs! We’ve done loads of them recently! Here’s one:

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– Kyren’s been working on constellations! They’re not fully implemented, but they’re getting there. The starmap is huge, and constellations serve as really useful landmarks to get an idea of where you are in the universe. They’re also pretty. :D

– Some more costumes have been added! Here’s a sneak peek at one of those:

dress210823

– And, as always, more work’s been done on balancing things out and making the game more of a game. I promise we’ll have some more substantial, interesting daily updates really soon!

 

4th September Progress

Hey, sorry for the late update!

Yesterday we made a bunch of progress on unique NPCs. GeorgeV posted one of his creations on Twitter– The Po! One of the game’s sillier enemies, The Po lives in the sewers and they are…made of poop. So there you go. They come in a few variations, but here’s one:

Q1HKZIE

 

The cutest little poop you’ve ever seen.

Double jump was implemented, which is slightly more complicated than it sounds. One of those really simple but widely used features. We made a bunch of progress on the dungeon Armagon’s been showing off, but we’ve already shown a few screenshots of that and I’d rather not spoil the whole thing.

Today we’re largely on the same track! Working on unique monsters is especially really exciting, because it’s something we haven’t had a chance to concentrate on in awhile.

Til tomorrow!