Development Update - April
Added 2025-04-03 14:36:03 +0000 UTCAs we move into April, we’ve been focusing on addressing smaller issues that arose during recent playtests. This includes adjusting the player’s shooting range for enemies and other objects. We’re also refining the first two example levels to ensure they meet our standards. These levels will serve as templates for building out the rest of the game, which is essential for creating a solid foundation for each new level. In arcade-style games like ours, it’s important to have a strong starting point that can inform the rest of the gameplay experience.
Additionally, we’ve been working on streamlining updates across levels. For instance, if we need to change the model for a power-up object, we want that change to automatically update across all levels, rather than having to adjust them individually. This will save a lot of time and make future updates more efficient.
Looking ahead, one of our primary focuses in the coming weeks is finalizing marketing assets. I want to ensure that we have everything ready before our next big sprint (which typically lasts two weeks). Marketing is a top priority for me, as it’s the first thing players see before experiencing the game itself. To that end, we’ve been working on some test sketches for our new splash art. We’ve also softly announced that we’ll be at DreamCon this year, where we’ll have a playable demo of Drop Shot on display. We’ll be giving away t-shirts and stickers for those who come by to play and become patrons on our Patreon.
That’s what I’ve been working on over the past week and a half. I plan to get back to more regular updates as I wrap up the marketing tasks and head into next week.