I haven't updated this bad boy in a while now, felt like it was about time!
We got greenlit on steam, like some of you already mentioned. Super duper exciting, feels awesome knowing that Steam will pick up our game once it finished. Definitely a huge weight lifted of our shoulders, so thanks to all of the TIGdudes that voted for us.
So I've kinda missed out on a few weekly updates over here. I mostly just crosspost from our devlog over at
www.secretsofgrindea.com/devlog, so you can catch up on anything you missed over there if you're interested.
This past week, Vilya begun working on the graphical assets for our
very first dungeon in the game, which is kind of super exciting! There’s still some other things we must rap up before we can start actually designing the dungeon it self, but we’ll get there soon enough.
In short (and without spoiling too much, but still spoiling) the first dungeon is a
ancient military base, driven by magic technology. It is inhabited by strange military machines designed purely for combat. Since Grindea has been at peace for a long time, what the Ancients needed a military base for is somewhat of a mystery. A mystery for you to solve!
We did some experimenting with the colors and lighting before settling on somewhat of a darker tone.
The first version, above, which we discarded shortly after.
Second version, which we liked better! With enemy sketches and character added for effect.
We felt the second both fit the theme better, as well as
helping the enemies stand out from the background. Of course, we still wanted it to feel like both the enemies and the environment belong together. Therefore we chose to use
magical energy details in both the backdrop as well as the enemies themselves, to connect the two. Once again we did some minor variations of the color of the energy, to help separate the two even further.
Besides the temple, Fred has done some NPC animations, as well as wrapping up the level 5 version of the
Fireball spell. PsySalThanks man!
Graham.We are working on some similar features for the game, such as optional bosses and things like that. Optional areas is also something we have on the wishlist, we just have to prioritize a bit since we are such a small team.
But all in all great suggestions, something we for sure want to add!
Ninja DodoThanks duuude!
Yeah, the portraits are probably what we've had to iterate the most so far. I think we have made major improvements from the original versions, we'll see if we'll give them even more face lifts before we are fully satisfied. Some people seem to like them, some people seem to hate them.