Development Update - Lighting Optimization, GOG Demo, and More
As we creep into autumn we've got a new development update for you from IGA, filled with news about what the team's been working on. Let's get right to it:
Hi everyone, IGA here.
We would like to give a report of our current development progress.
Lately, the team has been working on the lighting of the environment and the lip-sync of the characters.
We’re aiming for a 2D-style look and feel in this game, and we have special techniques in place to achieve it, but they also create additional developmental challenges for us. However, after a number of adjustments, as well as finding the right lighting angle and contrast, we finally feel that we’ve found the aesthetic we were searching for.
Recently we’ve also found a new method for the fog that is less computationally expensive for the environment. My slogan - always pursue more beautifully, and more lightly.
As for the lip-syncing, we’ve made adjustments to the height of the mouths, which were too large before. Right now we've only adjusted Miriam and Dominique, but it's looking good so far! We will continue to work on the rest of the characters the same way.
We’re also happy to announce the launch of the Beta Backer Demo for our GOG backers! We didn’t want to delay the launch of the demo while we completed preparations for its launch on GOG, but now we are able to distribute GOG versions of the demo to the people who chose it as their platform. We will continue to support the main game for GOG from here on, so please do not worry.
In addition to the adjustments I’ve told you about, we’re actually also working on the final boss right now. There were many issues and challenges that we are facing using the original design, but I guess that's pretty common for us. We have been developing new solutions each day and now we’re coming close to creating the final boss that everyone is hoping for. This will be the last time we talk about the final boss until the game's release—please look forward to it!
[Fangamer note: If you chose GOG for your Bloodstained final game platform, we'll be assigning GOG demo keys to your backer management page tonight. If you don't have that link handy, you can get it back on our survey resender page.]
Lots of great new stuff in the fanart feeds this month! If you'd like to be part of a future fanart spotlight, tag your work with #IGAVANIA or #bloodstained on your social media platform of choice and we'll find it.
You may not have seen me around, so I’ll introduce myself. My name is Jason Ryan and I have the privilege to be a part of the Bloodstained: Ritual of the Night team as a Senior Community Manager from 505 games.
I’d like to thank everyone for their feedback on the recent Beta Backer Demo. We are excited to see the enthusiasm and excitement everyone has for the game and your willingness to let us know what we can do to make the game the best it can be before launch.
In the weeks following the new demo’s release we received hundreds of suggestions, feedback threads and bug reports on Reddit, the Forums and on Steam. All of these player-made posts were compiled and sent to both the 505 and Artplay production teams. From there the lists are prioritized and production needs and schedules established. Our goal is to make sure that when RotN ships, it’s worth the wait.
We appreciate all of the Backers and fans who have joined us along this journey with Bloodstained. If you’d like to keep up to date on everything that is going on, be sure to join the ever-excellent Bloodstained community on Discord, Facebook, Twitter, or the forums.
Jason Ryan, a.k.a. “Question”
Sr Community Manager – 505 Games