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  3. Devlog #1: the visuals

Devlog #1: the visuals

Let's kick off the devlog series with this first entry!

Creating a game (well, this is actually true to creating most of software) is all about iterating. You do something, then you ask the world if it is going in the right direction, then you draw conclusions and adjust the course if needed.

Frankly, I never expected - and I was pretty amazed by it, in a positive way - that there would be such a response from Shardpunk fans about the art style. There are people out there who really care about the game, feel some connection to it, and do not hesitate to give an opinion about something they feel would be out of place for a sequel.

This means that I've created a game which has a vocal fanbase. Now how cool is that?!

(or at least it can sound cool until the fanbase gets crazy and toxic, but it is definitely not happening to us here. We're all people of culture here... )

And based on the feedback I've gotten from you I decided I need to rethink the way the character models are presented.

Without further walls of text, here are two work-in-progress moments from the game, using the new character model approach. They are more similar to the ones from the first Shardpunk and should fit in the overall climate better.





I really think that the sequel will benefit from this art direction. Do let me know what you think.

Also, as some of you noticed, Shardpunk 2 will feature randomized characters (like in XCOM games) instead of the pre-baked ones (I will write more on that in future devlog entries). Fear not though: maybe Silas or Tilly will make a comeback, in one way or another.

Last but not least: I was aiming to have the first alpha demo out this year. With the new approach to visuals, that might get a little delayed - but maybe I will make it on time. We'll see how it goes.

Take care!