Main focus here is on improving the onboarding. Seems like many players are bouncing off before even completing the tutorials. I wanted to encourage experimentation but it seems like most players are getting confused, which is understandable.
Still waiting on the DEMO build to be approved by Steam but at least it means I can get a head start on modeling the rest of the levels. Really liking how world 2 is shaping up.
#screenshotsaturday
Submitted the DEMO build to Steam yesterday, so look forward to that coming soon.
In the meantime, take a peek at the customization menu where you can equip earned skins for your weapon.
#screenshotsaturday
Quick update but I've updated the pause menu. I never liked the original one I did and this one fits much better with the CRT UI screens present elsewhere in the game.
Otherwise I'm making good progress on a demo version for the game, and will have details on the next post.
Back when I was starting this project I had a grand vision of a 3D hub world for the level select, but I had to pare that down to a more simple and efficient scene. Maybe in a different project it would have been worth keeping.
Been a bit quiet lately, work has been pretty busy the last month or so. I did want to show the overhauled level select screen though. It better matches the rest of the UI and will be simpler overall for adding the next worlds.
Just finished the final polish pass for level 3. Now I will clean up the level select and maybe do an audio pass to get ready for a potential demo build (with updated graphics).
Here's a look at the ring in GWIII, based of a sculpture I used to pass by in school.
Just completed level 2 for the release. Looks quite different from the playtest but I think it pulls of the dual gravity visuals even better.
Up next is level 3, then I will either finish the rest of the levels or create the new level select menu for a proper demo.
I've updated the Sequence game mode assets with better rings and new UI to match the new HUD. I've also decided that the Circuit game mode will probably not make it to the full release.
Still working on updating everything to the final art style I've settled on. Here's what the current HUD looks like (the animated PS1 ammo icons are my favorite).
Been a minute since I've done an update but I'm working hard and have been doing some major adjustments to the visual style of the game. Wanted to show the Spyro-inspired portals that will be used for the level end goals in the meantime.
Here's the final standard shell, the SpringShot. With this shell you can bounce along the ground once after dashing (similar to the SailShot).
Only a few more levels left to blockout, then I'll start working on final art.
Continuing work on world 3 blockouts. Here's a WIP video of the new shell for these levels, the StepShot. With it you can blink forward. Great for quickly crossing gaps or teleporting though tight spaces.
Quick status update, just finished the blockouts for the next set of 3 levels (including new mechanics). Will probably do 2-3 more sets and then a hub world before I start modeling the final architecture.