It's been a very busy few months as the team worked hard to meet some internal deadlines!
Because of all this extra work, we've managed to really tighten up in a lot of areas, especially on the animation clean front, as well as making some game design changes as we started to look at how to balance certain parts of the game's combat and AI.
Balancing
Often you'll hear or even encounter moments in a game where you're like "This AI is broken", "This is too easy", "This ramped up in difficultly super fast"
One of the revelations I've had recently is how quickly a couple of changes can greatly alter "challenge", as it has been a seesaw when it comes to changing things on the player versus the AI that can make the player characters very powerful or quickly make the AI overwhelming.
This has (and will remain) an ongoing chore to balance, but it's a very interesting exercise if anything. It's also made certain points in the game design appear weaker, but also demonstrated which areas are working well.
Sound Design and Audio Mixing
You might have seen this recently, but we where on the lookout for a Sound Designer and finally got one about a month or two ago, Kingaroo! He jumped right in and swiftly produced a bunch of sounds for us to work with and we were eager to implement!
This was the moment that started the course of how many things about sound design you REALLY don't consider. Sound variation, mixing/overlap, effectiveness, repetition, duration, etc.
Even from a programing standpoint, it's easy to say "Oh yeah, just play this sound effect here, one line of code". And then you realize, oh wait, exactly where in the code?

But you're still not done because:
And then you just walk away from the computer and lie on the carpet for like an hour.
Animation Progress:
The animators have been hard at work, and I'm happy to say that we've just wrapped up cleaning and coloring of over 115+ animations! This includes animations for 2 of Breeze's forms, Shorty, Lid Kid, Coal, Hume, Sodo, Pile, and Cumuli!




We've definitely optimized the pipeline a lot, and learned a lot of do's and don'ts about our process, some that will probably save us some time and effort for the future!
One thing that this might do is having us modify some character designs slightly (probably more-so on the sprite side) to accommodate for this, but we'll see when we get there ~
General Game Visuals
I'm really happy to see the progress on the visual side of things! They're really coming together! We'll be testing out some things in the near future to probably optimize this process because right next, texture are getting kinda big...




Fan Art and Commissions
There was a lot this month (Probably cause of my birthday, which was on the 22nd) so I thought I'd share some!
(https://twitter.com/BorkThunder/status/1407708532661788672/photo/1)
(https://twitter.com/SPLASHBURR/status/1407504427397885959))
(https://twitter.com/BreezeGame/status/1406960090217861124/photo/1)
(https://twitter.com/parker_bartram/status/1407703127252406274)
(https://twitter.com/entdraws/status/1401583949160267788/photo/1)