Hi everyone! Here is the March update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.
---
Spellbearers
In last month's development log, we showed off some footage of Level 2, and before I talk about some of the assets that are currently being developed, I want to talk a bit about the release date we promised on Kickstarter for the game.
Originally when we planned the Kickstarter, we estimated for a March release date. As you all know, game development is really difficult. It's hard to manage a lot of moving parts between art, music and game production in general. Not to mention the ongoing issues with the COVID-19 pandemic and the delay of some of our art coming in due to one of our illustrators being based out of Texas. That being said, we are going to need a few more months to complete Spellbearers.
Though I won't list a new release date right here and now, I will stress that we continue to make solid progress on Spellbearers despite these issues, and it's important to us that we also don't want to rush and release an incomplete game. When we have an updated release window, you all will be the first to know through these updates.
While we showed some new gameplay last month, today I'd like to revisit some of the UI and UX that Jessica has been working on. I know as a player, seeing me talk about user interface and windows is not exactly glamourous, but it's also important to note that a good user interface makes for a good game.
New UI/UX mockups - showing the new keybinds and settings. |
These are some of the mockups for how some of the customization will work. If you play through the current demo, you see a rough implementation of the key-binds and controller settings, and we have plans to redesign it based off these mockups. Once we finish the level design, our goal will be to update the UI to match these mockups.
As for the game design development, a lot of artwork is currently being implemented into the levels after Pagosia, and in the next update, I hope to show you some of the fruits of that work.
Selatria
As we are nearing the end of Selatria development, we are looking for players of all skills and backgrounds to participate in alpha testing for the full version of the game.
That's all for this development log.
No comments:
Post a Comment