XaiJu
slynyrd
slynyrd

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Devlog - 67

Finally getting into the heart of the gameplay, and having a blast. It's exciting to see all the mechanics and design elements coming together into cohesive level design. We're already on the fifth version of the first minute of gameplay, with each iteration bringing significant improvements, as we analyze every parameter of the design. The most current modifications include improving the targeting behavior of the missile attack for greater precision. Every update also includes several changes to enemy patterns and timing. Thankfully, that list gets shorter with each iteration, as I'm developing my sense for how the plan on paper will actually play in game. A sense I most hone, for every tiny change impacts the whole sequence in auto-scrolling level design. 

In terms of art, I have progressed a fair amount on the city environment. I'm using a layered approach, starting with a foundational structure of roads, and filling the plots, one building at a time. Much thought goes into the architectural stylings, and plausibility of the infrastructure. It might seem like unnecessary detail for a shmup, but the backgrounds are a chance to enhance the narrative, and immersion of the setting, without interrupting gameplay. Also, you want it to still look cool when you're on your 100th retry.   

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