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Spellbearers
For this month's update, I wanted to share some updates to the team. We were able to bring on two additional terrain artists to be able to ramp up art development of Level 2 and Level 3 simultaneously. One artist, Parker Colon, is working on the terrain art for Level 2, and the other artist Kevin Picotte is working on the terrain art for Level 3.
For Level 2, we plan on going for an icy aesthetic. For Level 3, we are going for a fiery aesthetic.
Here is an early look of Level 2 with some of the new art implemented. (Yes, the ice is slippery!)
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Selatria
This upcoming January 3 will be the 10-year development mark for Selatria. The team and development methods have changed quite a bit since then, and we're finally close to the finish line. A big push for the end of 2020 was to finish the majority of the game's battle system. Unfortunately, we're a bit behind schedule, and there needs to be a few adjustments and testing for the battles before we can call it fully complete, but a lot of the heavy lifting is done.
The main development focus for the next few months are going to be polishing the last of the battle system, to finish the cutscenes for the main scenario, finishing any incomplete voiceovers, adjusting the last of the voices, doing necessary re-recording/implementing of audio, developing a trailer for the full game and achievements.
Achievements?
Yes! We were able to get achievement support for Selatria -- and we plan on launching the full version of the game with Steam achievements. We are estimating there may be about 60 achievements for the entire game. Details on how this will affect save data carried over from the first half will be explained in a future development log.
And some new screenshots with some of the areas/dungeons/cutscenes that have been worked on during the last month.