Hey all, back with the 24th development log! Have you guys been playing our new demo? If not, take a play and let us know what you think of the game! We also put up a list of current issues, so if there's something you found that hasn't been caught by us, let us know and we can get it fixed asap!
This is our new official company logo! Designed by Geno Quesada, a long time close friend of mine. I like it, because it's short and straight to the point. The design for the lettering kind of looks like our protective door in front of our small studio too. So I think it works perfectly!
Website:
We now have a company website! As well as a new logo! It's pretty bare-bones at the moment, until we get someone to do promotional work for us to populate the page with.
Check it out!
Selatria:
We have finally released the new demo for Chapter 1 this past Saturday. We have taken it down for 9 months or so, but we've made large changes to the structure and mechanics of dungeons, implemented a new monster art style developed by Jennifer Gilliland, and overhauled a lot of the game mechanics, including swapping out one boss in Chapter 1-5.
You can download the new demo here. (~353MB)
Aside from the terrain assets which may go into development depending on Kickstarter, the goal of
this demo (aside from previous releases) is to show how the game will look aesthetically as far as faces, voices, and monsters go.
We also took player feedback that we didn't explain status effect icons well enough, and Hannah Bottenberg worked on high-res versions of the icons for tutorials throughout the game's first dungeon.
Check out the new screenshots and new music!
ANTics:
Unfortunately, this will be our last development log where we showcase ANTics as the game is now in its polishing phase, and released games will not be covered in development logs! (Well, unless we plan on adding more to it later, who knows!)
We originally planned for ANTics to launch on Google Play on March 10th, but we had several setbacks. We wanted to polish some things on the game before we ultimately got it running, and there was a loading issue with one of the themes for the boss at the end. We're going to be meeting on Friday to get more of it completed.
This is our new official company logo! Designed by Geno Quesada, a long time close friend of mine. I like it, because it's short and straight to the point. The design for the lettering kind of looks like our protective door in front of our small studio too. So I think it works perfectly!
Website:
We now have a company website! As well as a new logo! It's pretty bare-bones at the moment, until we get someone to do promotional work for us to populate the page with.
Check it out!
Selatria:
We have finally released the new demo for Chapter 1 this past Saturday. We have taken it down for 9 months or so, but we've made large changes to the structure and mechanics of dungeons, implemented a new monster art style developed by Jennifer Gilliland, and overhauled a lot of the game mechanics, including swapping out one boss in Chapter 1-5.
You can download the new demo here. (~353MB)
Aside from the terrain assets which may go into development depending on Kickstarter, the goal of
this demo (aside from previous releases) is to show how the game will look aesthetically as far as faces, voices, and monsters go.
We also took player feedback that we didn't explain status effect icons well enough, and Hannah Bottenberg worked on high-res versions of the icons for tutorials throughout the game's first dungeon.
Check out the new screenshots and new music!
ANTics:
Unfortunately, this will be our last development log where we showcase ANTics as the game is now in its polishing phase, and released games will not be covered in development logs! (Well, unless we plan on adding more to it later, who knows!)
We originally planned for ANTics to launch on Google Play on March 10th, but we had several setbacks. We wanted to polish some things on the game before we ultimately got it running, and there was a loading issue with one of the themes for the boss at the end. We're going to be meeting on Friday to get more of it completed.
Next week, we'll likely release a 5 level demo of ANTics to test on others' devices. After that, we will go through the feedback and then launch the game on Google Play and Amazon.
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That's about it for now. Play Selatria and let us know what you think and look forward to ANTics!
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