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Cursed_Atelier
Cursed_Atelier

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Progress Report #22: June, 2022

"I'd like to connect with nature but.. there is no USB port." - Jens

Hey folks o/

We bring you once more, a short glimpse into the world of VoidBound and the tasks being undertaken in order to meet the lofty goal(s) we set for our team to achieve. Yes indeed, all hands are on-deck this month as we're now putting every available human resource to tackle one or the other charge of the upcoming patch. In order to continue doing so, lets cut right to it.

Things remained fairly linear on the art side of things, as the artist continued tackling various indoor arts and architectures. Like we mentioned last week, indoor work is a collection of smaller tasks but the sheer quantity of it makes it an extremely taxing undertaking. Thankfully, things remain on track and we continue to make progress at a planned pace.

Similar to the development above, the story elements themselves continue to be revised and readjusted. Turns out, chaining content by trying to insert new narratives in an already existing one, is a Pandora's box in itself. Nevertheless, our writing team remains resolute and will fight "dead end" story gremlins to the very end!

Finally, our programmer has started heavy lifting! Err, no he didn't hit the gym but he has started transferring huge chunks and lines of script into the game data itself. Though writers are still actively working on select sections of the story, the portions that have been finalized are now cleared for insertion into the game code proper. Furthermore, no city is truly a metropolis without its eye catching lighting texture and snazzy Npcs roving about, and we made absolutely sure that Henosis meets the criteria and then some!

This week was a busy and productive one, as you can all see, and we can’t wait to show you what we have planned in the future. Stay tuned, the Henosis update is closer than you think.

Kind Regards,

Cursed-Atelier Team

Progress Report #22: June, 2022

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