Coming up to the middle of the year, our games are progressing rapidly. Find out about our week below!
Sapphire Safari
Sapphire this week was a bit of a mixed bag, we had intended to get cracking on propping out the island and making the landmass more exciting to look at, however, we had issues getting files to our main artist via the regular means. The island currently is made from voxels which allow us to create caves and tunnels through the island itself, the plugin required to build the landmass for whatever reason refused to build on the artist’s computer without intervention. It is working now though, 5 days later.
That aside, we focused on what we could. This meant the interaction menus, drive physics, and player locomotion is all in the game. We would like to conduct testing on the landmass size once we have a camera system in place as I have concerns about sightlines and such impeding or making progress too easy.
Elewder
The boys have almost finished implementing the patch for next month, the game is randomizing doors locked status, chests are appearing, minions are now dropping keys and coins. The last part to be built is the shop systems. We will need to test the game a decent amount at this stage to see which direction we want to go in. Option A means that doors off the beaten path will be randomly locked along with chests and such as well. Option B is more like the Binding of Isaac. With item rooms being locked and a smaller number of upgrades being made available to the user. Only with testing all the mechanics together will we know what direction we want to take the game into.
Another thing we starting working on is the correction of the visuals to give better feedback to the users on important objects and such. This will take a little time, so don’t expect changes to happen immediately.
Wet Nightmares
The HTML5 demo has been completed, the issue has come down in the size department. We need to compress the game as much as possible, given how detailed and high quality the assets for Wet Nightmares is the process is taking a lot longer than we anticipated. After the first demo build, we were sitting at around 1GB, and for an HTML5 build that is very large, much larger than it should ideally be. After spending the week compressing the assets as much as we could and removing the files that are unused by the demo itself we managed to get it down to 520MB, which is still quite large but at this point, we might have to deal with it. The next step is to get the APK version working and look at pushing out the first alpha build of the game.
Exciting times!
Ready for another week!
Stay moist homies!
Kinky