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Dev blog 52 - January milestone progress

Hello there!

Here are some updates on what we’re doing and where we are.
  • The programmers are implementing the new UI concepts Shiv made before the break. We’re mostly focusing on doing the code implementation and exposing all the knobs to the editor so an artist can come in and play with them and make the UI just right.
  • Shiv is finishing up with the book UI concept so we programmers have everything we need to do the implementation. Once that’s done, he’ll be doing the opening cinematic and making sure the in-game UI looks like all the concepts he made.
  • Aleluja and sanduk were working on maps, and while sanduk is still working on them, Aleluja started working on improving some older models and making better animations for the last abomination unit for zone 3.
  • Kaz was churning out icons for ability upgrades, blacksmith upgrades and is working on adding new relic icons along with new ground materials.
  • Mat was working on a prototype of the final final boss fight, which he’s completed, and we’re soon having a meeting to talk about how the boss fight will look like (models, aesthetics, mood, etc). He’s also made some new relics.
  • Mia is working on making template encounters for zone 3 so the writers can make them story rich.
  • AlenHR is a beast, making destructions for most of our obstacles so they can be split apart by explosive abilities. He’s also done a neat new feature you can see below.


Our internal target for the end of January is to have all encounters for zone 1 and 2 complete, have the templates for zone 3 and 4 done, finish the in-game UI rework, finish the intro cutscene (it’s partially done, just not finalized), add questline encounters (that span multiple zones), add 15 more relics, finish all Merlin Spells, do half of the zone 3 skirmish fights, have a prototype of the final final boss and start working on localization support (not the actual localization, just make sure the system works).
The good news is that we’re on schedule with all of this, more than half of the tasks are already done. There are always bits and pieces that just happen out of nowhere that take a bit of time, but they aren’t too time-consuming. An example of this is the little feature AlenHR proposed to me yesterday, which we got working in about half an hour of testing.



As units get damaged, they become more visually bloody. This example is only a blood cover over the unit, but we also have an armor coating applied which might be used for some units as well.

In general, we’re happy with our progress, and we’re currently on schedule with our timetables. This should put us to be released sometime during Spring, so with that in mind, we’re likely not to put out any more demos until release.
Thanks for reading! If you want to chat with the devs, we’re all on our Discord server.

MarkoP

https://store.steampowered.com/app/600610/The_Hand_of_Merlin/