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Heyo everyone! It's that time of week. The first early playable build is getting close, but there are still a few final things to do. The goal is to have this build wrapped up in the next week, so that we can do some quick internal testing before putting it up here on the 1st. 

What you see above is a mock setup of the moon's environment/skybox(No structures/enemies obviously). That's all I'll show for the moon for now though. Without further ado, let's get in to this week's progress report!


Alright first thing that was pretty quick, but something that wasn't there yet was an actual player death explosion/animation.

I also created a few more SFX. Multiple for the game's score screen, and some "ambient" ones. The ship will emanate a subtle "hum". This isn't audible through the music, but breaks silence during moments of music transition, like the boss.

Another essential is the pausing.

The pause menu is unfinished, but will serve it's purpose for now.

Another thing you might notice is the change to the health bar. I upgraded some of the HUD in that sense. (While I was making the scorescreen.)


Through the game you can achieve different "medals". You can probably relate them to SpunkStock's C/B/A/S/SS ranking system. There aren't plans to have them used in the same way as S and SS tokens, but we will see as the game progresses. Each level will likely have their own thresholds for each medal.

Score will be translated into "Credits". Credits will not be usable for the first while until we implement the shop system, but they will likely be used for certain upgrades.

The 2 boxes on the right will represent the 2 allies you choose to bring with you on the mission. (I believe I mentioned before, but to recap, as you unlock characters, you will be able to add up to 2 of them to your party during missions. They will bring different perks depending on who you pick.)

As of this build there are no allies that can be unlocked, so they are left black.

Another thing that was added was the "Palace" in the background. You can see the structure straight ahead, but as you get farther in the level, it will get closer and closer. (In the story, this palace is your destination).


And finally the last bit that was done this week was setting up UI, and the background in the player's pod scene.

The UI is pretty "placeholder" at the moment, but I am just setting this scene up for the upcoming week.

That was the rundown for the week! In the upcoming week I am going to be focusing on adding some new things to both animations, polishing some SFX, maybe add a little victory jive to level completion, and fix up some scene transitions.

I am HOPING to have the build done by next Friday, so that I can send the build to the team and have them play through and check things over before the release here on April 1st.

Thanks everyone! I'm excited to get this preview out to you guys. I hope it sets a good first impression! I'll catch you all next week!

-Regulus

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