Devblog #4 - Making it shinier
Hi there wise gamer!
It’s been longer than usual since we’ve posted our last devblog, mainly because we’re working hard on the B to B demo we need to present the project to publishers and other industry professionals. For that same reason, we’ll be skipping the deep dive this time and sticking to the development update, so here’s what we’ve been at exactly!
New creatures & creature upgrades
We’ve upgraded the looks of our Scavenger faction creatures, and we’ve used that opportunity to add some new family members!
The Bone fly,
before...

...after.

The Rotting behemoth,
before...

...after.

[NEW CREATURE] The Plague fly, bring some cleansing skills:

[NEW CREATURE] The Bubonic Behemoth, he doesn’t bite (really just because he doesn’t need to):

Both flies & behemoths also have boss versions we’re saving for later!
Onboarding & tutorials
If we’re having people play a demo on their own, we need to make sure they’re properly taught the game’s mechanics.
We’ve added a tooltip system that lets us spawn textual tooltips you can move around and scroll through.

The "event system" has also been improved to cover our onboarding needs. That system lets us associate game events such as showing tooltips, dialogues, locking and unlocking menus, spawning a unique patient…to specific triggers, like when you first get into the game, when you beat a specific patient, when you craft your first skill...etc.
New dialogue assets
Speaking of onboarding, there are a few characters that’ll want to speak with you to help you understand what you just got yourself into, so we've upgraded their dialogue assets!
Eiris, the main character:

Pum, the motherly assistant:

UI 2.0
User Interface is also being polished all over the place.
Here’s a glimpse of our new effect icons:


We’ve also upgraded:
The Neural Forge (formerly known as the Neural Shaper, if you're an old timer), where you craft your badass skills:
before...
after.

The Gear menu, where you equip those skills (and more in the future):
before...
after.

Other interfaces are currently undergoing the same process.
________________________________
That’s it for today’s development recap, quite a bit of time was also spent on admin and business plan work, but we’re now back to developing fulltime.
Remember you're always welcome to chat or ask question on our Discord server.
Make sure you stay safe, do what you need to do to feel proud and accomplished, and have fun!
Thank you for reading ♥
It’s been longer than usual since we’ve posted our last devblog, mainly because we’re working hard on the B to B demo we need to present the project to publishers and other industry professionals. For that same reason, we’ll be skipping the deep dive this time and sticking to the development update, so here’s what we’ve been at exactly!
New creatures & creature upgrades
We’ve upgraded the looks of our Scavenger faction creatures, and we’ve used that opportunity to add some new family members!
The Bone fly,
before...

...after.

The Rotting behemoth,
before...

...after.

[NEW CREATURE] The Plague fly, bring some cleansing skills:

[NEW CREATURE] The Bubonic Behemoth, he doesn’t bite (really just because he doesn’t need to):

Both flies & behemoths also have boss versions we’re saving for later!
Onboarding & tutorials
If we’re having people play a demo on their own, we need to make sure they’re properly taught the game’s mechanics.
We’ve added a tooltip system that lets us spawn textual tooltips you can move around and scroll through.

The "event system" has also been improved to cover our onboarding needs. That system lets us associate game events such as showing tooltips, dialogues, locking and unlocking menus, spawning a unique patient…to specific triggers, like when you first get into the game, when you beat a specific patient, when you craft your first skill...etc.
New dialogue assets
Speaking of onboarding, there are a few characters that’ll want to speak with you to help you understand what you just got yourself into, so we've upgraded their dialogue assets!
Eiris, the main character:

Pum, the motherly assistant:

UI 2.0
User Interface is also being polished all over the place.
Here’s a glimpse of our new effect icons:


We’ve also upgraded:
The Neural Forge (formerly known as the Neural Shaper, if you're an old timer), where you craft your badass skills:
before...


The Gear menu, where you equip those skills (and more in the future):
before...


Other interfaces are currently undergoing the same process.
________________________________
That’s it for today’s development recap, quite a bit of time was also spent on admin and business plan work, but we’re now back to developing fulltime.
Remember you're always welcome to chat or ask question on our Discord server.
Make sure you stay safe, do what you need to do to feel proud and accomplished, and have fun!
Thank you for reading ♥