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Fech The Ferret recap - Q2 2021

Hello everyone! As June draws to a close, it's time for another quarterly report!
These last 3 months have been all about expanding the game while refining the first zones of it. Let's dive in!

As usual let's begin with-

The project gained a new 3D artist! They are the one who'll make the props for the game. I would give more info right now, but we prefer waiting a few more days before properly announcing them, so in the meantime have a glimpse at their work!

So, the modeling work just mentioned is part of a bigger operation to improve the look of the game. 

During the past month Gabriel and I spent quite some time working on the Ferrest to make sure it would look closer to how it's intended to be. Most notably the walls now have (procedural) patterns on them and the zone is entirely surrounded by trees and a much more believable world, and of course something else has been vastly improved...

It's been a long time, but it's finally back. As mentioned in the last recap, in late 2020 my old grass system broke, unfortunately. This prompted me to build a much more efficient system that would rely more on GPU power, instead of CPU and RAM. While doing that, I also took the time to build a fairly advanced sfx system for grass rustling by checking local terrain coordinates- 


Ok I believe I should stop here and rather show it in video one of these days. So, uh, look at this new screenshot of a familiar spot!

Among the many things to mention, progress with level design is surely a major one. During the past 3 months Gabriel has blocked out the majority of Marmocle, polished the Ferrest and began polishing Cava rattina (the quarry zone); in the meantime I made sure we're able to orderly load/unload zones as the player progresses in the game, as well as began building the actual intro of the game. 

All in all, on a purely structural level, the game is now 50% done. 

Back in April I also began working on a new aspect of the game, though I can't disclose anything about it. If I'm lucky you'll get to know more by the time SAGE starts!

As you can guess, this time around we're better syncing up the development of the full game with the making of the new demo. While most of the new zones won't be available, the two currently getting polished (ferrest, cava rattina) will be included. It's shaping up to become a big demo - a bit of a risky move if you may - but I believe it's the best way to prove the game is effectively becoming a small open world.

It's time for some art! Like at the end of each quarter of the year, today I'm also posting a few Fech-themed drawings that some of you made during the past 3 months!

I love them so much.

Oh on the topic, during these days there's a little art event happening in the server. Basically as Fech's birthday is coming up (July 5th), I decided to start a small art "competition". The drawing that gets the most emoji reactions will become the server icon for a while. If that sounds fun and you're eager to draw a pink noodly ferret, then feel free to join!

 Discord server of Fech The Ferret: discord.gg/9QKKx6X

These days I'm outstandingly busy with marketing / PR stuff for Fech instead of studying. This is also taking a ton of my time away from actively coding for the game. Though I have to say it's all exciting stuff. I can't mention much stuff in specific except that tomorrow (!) Fech The Ferret will be featured on "Games in Italy", a themed Steam sale! 

Fech will be among upcoming games, you can have an early look here in the "coming soon" section: https://store.steampowered.com/sale/gamesinitaly

Keep in mind I'm still updating the page of the game though! Oh, and make sure to wishlist Fech on Steam. Byee!


Essential links: https://push.fm/fl/fech

Fech The Ferret recap - Q2 2021

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