NetherWorld Devblog #3
[h3]Hey Netherholics![/h3]
How was your summer? We guess it was sunny most of the time, considering the heat in the basement we were locked up.
But this is not about us… this is about your NetherWorld’s quarterly dosis, so LET’S GO!!
Following our last update wormwork, animated and implemented the worms of the 60% of the game (both upper & lower heads), each one with unique designs depending on its scenario. Now teleportation between scenarios is fully possible!
Taking attendance at the Worm Cave.
Desert worm upper head is ready to include you in the menu besides rocks and sand.
Although Tick Joe underground adventures are one of our most advanced minigames, we were still using old or generic assets for the dungeons… UNTIL NOW!
We’ve…
[h2]1) Improved Tick Joe’s appearance:[/h2]
Wanna see it in HD? Keep reading!
[h2]2) Redesigned the dungeons[/h2]
To fit the scenario where you’re playing it:
Next improvement: Adding tile variations.
This redesign also includes:
But talking about UI… No, wait:
Much better. Here’s our progress on implementing the new UI in HD! (STILL WIP!)
[h2]1) Inventory[/h2]

[h2]2) Fight Mode UI[/h2]
Although we already had the combat system developed, we’re currently polishing it to fit the new UI. That’s important especially regarding to:
That's not exclusive to the Fight Mode, but we’re also working on a throwing trajectory indicator!

And finally…
We’re so happy to show you this, guys.
Since day 1, we were aware our pixel size didn’t allow to show all the characters emotions the way we wanted. That was a problem, because dialogues and expressions were key to empathize with them along the story.
The idea of HD UI solved this even better than expected. So here we are, creating nearly 130 portraits for all NPCs in the game (main characters will have several facial expressions too)!
This couldn’t be possible without our talented artist Alex Fariña. He’s doing an incredible job giving a soul to each one of the characters, and we couldn’t be prouder of his work. We hope you like it too!

Tick Joe has its own one too, obviously!

As planned, during the following months we’ll focus on bosses and minigames while continuing the ingame cinematics and HD UI elements left.
That’s why we’re gonna need some extra help in programming soon! ;)
[h3]Add NetherWorld to your Wishlist and join us in this crazy journey![/h3]
https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now![/h3]
How was it? If you have any questions, please comment below or send us a mail to [email protected].
As always, thanks so much for your support and see you in the next devblog!
Hungry Pixel team
How was your summer? We guess it was sunny most of the time, considering the heat in the basement we were locked up.
But this is not about us… this is about your NetherWorld’s quarterly dosis, so LET’S GO!!


SHOW MUST GO WORM
Following our last update wormwork, animated and implemented the worms of the 60% of the game (both upper & lower heads), each one with unique designs depending on its scenario. Now teleportation between scenarios is fully possible!



GO GO TICK JOE!
Although Tick Joe underground adventures are one of our most advanced minigames, we were still using old or generic assets for the dungeons… UNTIL NOW!
We’ve…
[h2]1) Improved Tick Joe’s appearance:[/h2]

[h2]2) Redesigned the dungeons[/h2]
To fit the scenario where you’re playing it:

This redesign also includes:
- DUNGEON FINAL CHESTS
Always hiding useful items, useless stuff and/or money. - +30 ENEMY VARIATIONS
Ready to kick your ass in a visually consistent way everywhere.Can you guess which scenarios are they from?
- NEW MINIGAME UI (WIP)
We’re still testing it, so maybe it’s better to show it in future updates!
But talking about UI… No, wait:

TALKING ABOUT UI
Much better. Here’s our progress on implementing the new UI in HD! (STILL WIP!)
[h2]1) Inventory[/h2]

[h2]2) Fight Mode UI[/h2]
Although we already had the combat system developed, we’re currently polishing it to fit the new UI. That’s important especially regarding to:
- The new semicircular bullet system and boss health bar (not implemented in older versions),
- Weapon switching + reload systems in both PC and Nintendo Switch,
Switching weapons! (They will look cooler, we promise)
Oh, reloading… The difference between dying now and dying later.
- And visual details like the damage indicator in the health bar each time Medoo is hurt.
That's not exclusive to the Fight Mode, but we’re also working on a throwing trajectory indicator!

And finally…

DIALOGUE FACES!!
We’re so happy to show you this, guys.
Since day 1, we were aware our pixel size didn’t allow to show all the characters emotions the way we wanted. That was a problem, because dialogues and expressions were key to empathize with them along the story.
The idea of HD UI solved this even better than expected. So here we are, creating nearly 130 portraits for all NPCs in the game (main characters will have several facial expressions too)!
This couldn’t be possible without our talented artist Alex Fariña. He’s doing an incredible job giving a soul to each one of the characters, and we couldn’t be prouder of his work. We hope you like it too!





Tick Joe has its own one too, obviously!


WHAT'S AHEAD
As planned, during the following months we’ll focus on bosses and minigames while continuing the ingame cinematics and HD UI elements left.
That’s why we’re gonna need some extra help in programming soon! ;)
[h3]Add NetherWorld to your Wishlist and join us in this crazy journey![/h3]
https://store.steampowered.com/app/672420

[h3]Aaaaand that's it for now![/h3]
How was it? If you have any questions, please comment below or send us a mail to [email protected].
As always, thanks so much for your support and see you in the next devblog!
Hungry Pixel team