Hey AG fans! The cycle of back to back monthly blogs has been broken. To be honest, it was getting weird routinely updating our dev blog.
What have we been upto? Mostly creating level assets! We did get a bit distracted by the world cup and sunny weather, but fortunately dark skies have returned to the UK - hence the stormy cover photo for this blog!
Levels 7, 8 and 9
We’ve been finalising the sprites that make up the 10 levels of the game over the last month, and we’re 99.9% of the way there. We’ve also finished designing levels 7,8 and 9.
We’re quite pleased with the mechanics of level 7 which bring a nice twist to the game. The level is a desert world with a large crashed starship at its centre - sections of the ship have blown apart and buried deep underneath the planet’s surface. This means the level is broken into two sections, one part unrelenting sunlight and another a pitch black underground labyrinth.
Level 8 is another polar opposite, taking place on a mountain amid a furious blizzard. This level is less about RPG action and more about pure precision platforming - jump from section to section avoiding icy sections, cold pools of unforgiving water, and the odd ice monster thrown in for good measure.
Finally, level 9 is our indie take on a space station built on Neptune, in the form of a castle. Space station, plus castle equals guaranteed best seller. We’re a big fan of this level because it’s a throwback to the classic “final castle levels”, which for us we first experienced with Croc: Legend of the Gobbos!
You can check these levels out in our dev gallery.
Inventory and Journal
We’ve also updated our inventory assets to tie in with our new HUD. We’ve also added a journal to the game to keep track of the storyline as you progress through the game, so you can track your progress in the game a lot more easily.
Trailer
We have a few tweaks to make to the level assets, then we’re hoping we can get working on a trailer to show off our progress this year.
Website Artwork
We’ve recently given our website a lick of new paint, bringing in the new styles for our characters. We think it looks pretty awesome, but we’re a bit biased. We’ve also update our page for The Requiem Network and The Matter King, which includes a post-mortem of our unsuccessful kickstarter game and the plans we have in store for that.
That’s it for this month! We’ll be back next month with some more meaty updates, including the first demonstration of our combat system and enemies!