#53 - Journal Screen, Development Updates, Home Improvements & New GIFs
Hey there! It’s time for another update.
In many ways, this update is a companion to the previous one. We’ve continued our steady progress in crafting the game's content, which includes the addition of new enemies, fresh new rooms for the world's diversity, creating sprites, animations, missing assets and backgrounds, designing and implementing puzzles for the wind stone and the other spells, implementing some of the menus and interfaces that were still missing, and continuing to optimize the runtime.
A big amount of what we’ve worked on for the past months needs to be kept under the shroud of mystery (so as to avoid spoilers), but there’s some cool stuff we have to share with you in this update.
One of the cool things we worked on since the last update is the Journal Screen, which displays the current quests, sidequests and achievements. In the GIF below you can check out the comparison between the initial (and really old) version of the scheduling screen and the new Journal Screen, which helps you keep better track of the story as it unfolds, and of any optional quests you undertake.
With the confidence of how much better the Journal Screen turned out, we're considering adding a bestiary of sorts later on. This will help you with some optional quests that require you to acquire specific item drops, present you with granular enemy information and further immerse you in the game's world.
We'd like to know if this is something you'd like to see, so let us know in the comments section.
One of the more meaty things we’ve worked on recently is on expanding a dungeon that you encounter in the middle of the game, namely Blivek Palace, with the primary aim of easing the player into the gameplay style of the second half of the game. This area was developed to serve as the culmination of a story arc, and is filled with enemies and puzzles. Initially, the dungeon's gameplay peak rested on a mini-boss battle, with a momentous cutscene setting up story elements for the second half of the game.
During final passes for this area, it became apparent that an actual, epic boss fight was missing at the heart of this dungeon. After all, players would prefer to advance the story themselves by fighting an antagonist instead of seeing things play out in a cutscene. We therefore promoted the mini-boss battle into a fully fledged boss fight, and revamped the mini-boss battle. We also added a new cluster of rooms to this dungeon to introduce some characters potentially important to the story. Help them out, and you will be rewarded later in the game.
We are in the process of putting the final touches on this area, after which we’ll return to working on the remaining areas for the second half of the game, including their respective rooms, enemies and bosses. Later on we also need to develop the last UI elements that are pending (namely, a proper controls setup screen, the bestiary, book/lore screens), finish developing the optional content, getting the final parts of the OST finished, creating the remaining sound effects, implementing some of the creative Kickstarter rewards, among other exciting things.
Considerable progress have been made in the past months. We're happy with how many of the game's threads are coming together, but we are still not at a point where we can confidently share a targeted release window with you.
We've always been open about our development process, and we've shared the primary reasons for our extended development in a previous update. These reasons continue to be relevant to this day. Our pace is as brisk as reasonably possible, but in order to reach the quality of game we promised, which is our paramount priority, we can't cut corners. We are going to continue pressing development forward for the remainder of this year and extend into the next one, all the while bringing our dream game into shape.
We’ve made efforts to alleviate the wait by keeping you updated through these write-ups, and through biweekly development livestreams that we've had since the end of the campaign. In the same spirit, we also released the all-backers demo for everyone to try out, which you can download over here if you haven’t yet. We’re infinitely grateful for your support and your continued patience.
The livestreams happen every other Tuesday at 1pm CT. They're a unique way for you and I to get in touch in real-time to address any questions or comments you might have, as well as letting us get more acquainted as we keep pushing forward. Hope to see you there this Tuesday.
We also have a Discord server you can join to interact with the community and the team. See you in the next update!