I hope 2021 is better for everyone - We can all really use a win next year. I'm glad we made it through 2020.
Get vaccinated if you can, and wear a mask.
Hi everyone! I hope you all had good holidays so far and are staying safe. I’m going to resume doing monthly updates on our projects aiming for the first of every month to give some updates on what we’ve been working on. Note that some of this information will be cross-posted to our project page on Kickstarter for our backers.
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Spellbearers
We were able to reach our goal on Kickstarter, and we are very grateful! One of the first immediate issues we wanted to tackle from our prototype demo with funding is to improve the user experience (UX) and user interface (UI) for Spellbearers. The reason why this is a priority is that a good UX and UI will be the foundation for implementing the character selection screen, where we will implement the story, a better first impression for pitching the game, and makes for an improved polished experience overall.
To accomplish this, we brought on Jessica M. Jacuinde to the project who is a talented graphic artist and video editor who worked on our prior projects and developed our company logo and trailers. She joined the Spellbearers project in the last month and was able to begin work on the mockups for the UX.
With Jessica on the team, she was able to turn initial mockup flowcharts from this:
into these!
And here’s a look at the new pause screen. Note: The map functionality will be integrated into the new pause screen instead of being navigated through a separate button as you currently see in the demo build.
We are doing conversion work now to turn the mockups into actual gameplay elements, while the actual game may look slightly different than the mockups you see here, this will give you a good idea of what we are going for in terms of the look and feel for Spellbearers. In the next update, we'll talk a bit about some of the story and some of the level development.
If you haven't taken a look yet, be sure to look at some of the visual updates our game director and lead programmer Gerren Willis was able to implement from our earlier update.
And some new screenshots from Chapter 5, which is currently in the polish phase. The theme of Chapter 5 is all about going back home and liberating the towns from the Dakk'rian Empire. The Empire continues its invasion onto Faylien soil, and our heroes must work together to plan some kind of offensive to reclaim the towns one by one.
And what's this? They have flying boats? This has to be a bit unfair...
In the next update in the new year, I plan on showing some previews of boss battles and how some of the combat will differ for the full game.
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Hey everyone, happy October!
With this development log, I want to give a quick post to talk about the launch of our Spellbearers Kickstarter.
Earlier this year, we announced our next title "Spellbearers", a medieval twin-stick shooter that is inspired from retro classics such as "Smash TV" and "The Legend of Zelda: A Link to the Past". Before shutdown and current social distancing measures took effect, we got to demonstrate the game at LVLUPEXPO and received a lot of positive feedback. We were also able to open the Playcrafting "Global Game Night: Los Angeles" show with the game to really positive reception.
For the past year and a half, we've been financing the game on our own, but due to stresses and reduced opportunities stemming from COVID-19, our dream scope of the game is being cut short. We would like to be able to get the funds to see it through, so we turned to Kickstarter to make this happen.
As Producer of Spellbearers, my job is to coordinate with Gerren, the game director and programmer, and the art/sound/QA teams to be able to ensure that we get consistent progress on the project and to meet the goals and deadlines. We have a very talented team working on this project which is a combination of team members who previously worked on our other released games such as "Selatria: Advent of the Dakk'rian Empire", "ANTics", and "The Dastardly Dairy Debacle".
I hope you enjoy the playable demo and the rewards we have to offer. We have more to show on this game in the future, so please look forward to it!
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For those looking forward to the full release of Selatria, we are still giving the project the love and care it needs. As most of the art and music has been completed, these team members are spending most of their efforts on Spellbearers development. We are still putting our full effort into implementing cutscenes, doing voice-over retakes and implementing boss battle encounters in the project, and I aim to have some more Selatria information and updates later this season.
Until next time!
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