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June dev-log

[p]Hi everyone![/p][p][/p][p]In the past month, I am still busy with the production of missions.[/p][p][/p][p]My current workflow is: Design about a dozen missions each time, complete the level design and dialogue text. Sort out the new characters and units that appear in this batch of missions. Draw the character portraits and unit combat animations. Put all the new art resources into the game and debug the levels.[/p][p][/p][p]This way of working allows me to focus on the shaping of certain series of stories and characters for a period of time, so that the missions can have story connections and similar design styles, but not become a emotionless assembly line production of hundreds of missions in batches. This boring but solid process needs to be repeated about four to five times before the mission content of Chaos Front can be concluded.[/p][p][/p][p]At the same time, I also made some improvements to the game when I had ideas. For example, now we can right-click the unit chess pieces on the battlefield to view their detailed data. The display of character stories and items has been added to the data interface. We can better understand the hundreds of characters that appear in the world of Chaos Front.[/p][p][/p][p][/p][p]That’s all for this dev-log. See you next month.[/p][p][/p][p][/p][p]Han Zhiyu[/p][p][/p]