Progress Blog #13


Hello wonderful people from the internet!

Welcome to the thirteenth chapter of our development journey!
We’re closing in on some exciting milestones, and Enu is steadily taking shape piece by piece. This chapter highlights the hurdles we’ve faced, the solutions we’ve found, and the progress that’s bringing us closer to a playable experience.

We’ve entered the final phase of this milestone and are on track to have our prototype ready for the exhibition on September 20th. There’s still plenty of work ahead, but with the crunch period just around the corner, we’re confident everything is right on schedule.

What is the current state of play?

In Game Design, we’ve completed the playable tutorial level in terms of level design, meaning the greyboxing phase is now finished. Key elements like tooltips and enemy placement are already in place. Below you will se the greybox Layout. If its not obvious but thats NOT how the game will look like at all 🙂

This is the full Layout of the Tutorial Map

These are the four Realms in the correct orientation. You will play these as normal platformer with the ability to change the realm!

In the Art department, we’re steadily pushing forward with asset creation. Our focus remains on building environmental assets that give the world a distinctive look and unique atmosphere, even at this early prototype stage.

In the Programming department, we’re focused on polishing the UI. The core functions for inventory, gear, and rune equipment are already in place, with a basic interface up and running. Now, we’re working on making it more intuitive and visually appealing. At the same time, we’re integrating runes so players can customize their gear more effectively and individually.

Game Design

This week, we’ll keep expanding the tutorial by adding hints to guide players, showing them where to go, what actions are possible, and introducing features gradually and naturally. We had hoped to wrap this up last week, but some elements weren’t ready to be implemented just yet. Another key focus will be building the map as a tilemap, which will make asset production and management much easier.

Art

Assets, assets, and more assets! That’s the main focus right now. We’re continuing to produce a wide range of environmental assets, and the next step is to convert them into tiles that we can use to make our levels look more appealing 😀

Programming

There isn’t much new to report here either. We’ll keep working on improving the UI and implementing the rune logic. In the current build, the runes shown below in green are already functional, while those in red still need to be added. These runes can be equipped on the Echo Bolt (a piece of gear), and for this prototype, we’re focusing only on this selection. Of course, more rune types are planned for the future, for example, a DoT rune.


That’s a wrap for this week’s chapter! Every update brings us closer to bringing Enu to life, and it’s amazing to see the vision take shape piece by piece. Thanks for following along, sharing your thoughts, and supporting us throughout the journey. The best is yet to come, so stick around for what’s next!




Don’t hesitate to give us feedback!

Did you like what you have just read or do you have any ideas of improving? Then let us know and join our Discord and be part of our development!


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