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Update on Skirmish production.

On the development side- we've had a working pre-alpha version of the game for a few months now. But it's VERY ROUGH.

The devs felt confident they could get it to a higher level of polish before we share the pre-alpha with backers, so that's exactly what they're working on.

Improvements to the UI and button placement, more intuitive timers to indicate turns and progression, lots of bugs being removed- and the testing has led to literal game-changing balancing regarding character abilities.

Lilith is going to be a little more formidable in her own right, Bast is becoming even MORE aggressive (but chaotic and risky to use) and tweaks are being added everywhere to smooth and balance gamelplay.

While the devs tackle gameplay work, Liz and I are focusing on adding more animation. We're working through the cleanup for Vi's deck animations, and I'm tackling Ravat as well. His new idle is complete, along with a knife-licking victory pose. Next up I'll be adding a fresh attack animation, Hurt animation, along with a damaged idle, damaged hurt, idle gesture, and power-active animations.

We're doing this alongside continued Dreamkeepers Prelude and Volume 6 comic work, plus lore, fanart, and body pillow & merchandising art (and some UI elements for the upcoming Yark: Survivors launch.)

It's gonna feel great to finally start launching some of Vivid's video game projects alongside our comic, art and merch endeavors.

Thanks again to YOU for helping keep the fires of creation ablaze! We're forging some shiny things.

 

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