XaiJu
slynyrd
slynyrd

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Devlog - 4

Getting things churning on AVI again. From the outset, we want to make sure the game accommodates a balanced 2P co-op experience. Furthermore, I'm working on a variation of the main character to create 2 visually different selectable characters. If we can keep things in balance, I would love to give them unique attack types. For example, one has a wider shot, but it's compensated by shorter range. Anyway, I quite like the classic red and blue color combo, which I'm thinking to also use for their vehicles.

Still trying to unlock the look for environments, but I think I got a good bite on it in the latest concept. This isn't going to be typical forest, cave type settings, so the tile design requires a lot of creativity and experimentation.

I've started writing a document outlining the levels, and describing key contents to  guide the level design. Basically, I'm translating my hand notes to a more refined structure. Eventually, I'll convert it to a spreadsheet with more details that specify all enemies, level mechanics, and visual guidelines in easily readable tables. It may not seem so exciting, but spreadsheets are what gamedev is all about. Planning, folks.  

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