Progress Blog #19


Hello wonderful people from the internet!

Welcome to the nineteenth chapter of the weekly Progress Blog!

We have been very busy over the last few weeks creating our first-playable version, which we were able to send to publishers as a demo and which you were also able to play. Even though we are still in a very early stage and the game will continue to change radically, especially in terms of feel and ‘cleanliness’, style and scope, we are quite happy with this version. Then, to mention it again, we are currently in our bachelor phase, which is why there was no blog last week and progress is a little slower here and there…but we are continuing to work on it, especially this week.

What is the current state of play?

Well, the best way to describe it would be to play the latest version, therefore check out our discord.
But in terms of game design, we have now revised the tutorial and incorporated it into the new level, while at the same time integrating the level structure into the new build. We have also designed the first boss and the corresponding boss room. Just that you know, the boss is not in the version right now and is designed on paper.

We have also made a huge leap forward in terms of our art style, drawing the main character and an enemy that now roughly represent the style that will run through the game. Left is seen the Enemie and right is the Player Charackter.

In programming, we have fixed a lot of minor issues and bugs over the last few weeks. We have a solid foundation and can therefore focus heavily on quickly fixing things or prototyping elements such as enemies or combo attacks.

What we will do this week?

Game Design

Over the next few weeks, it will be particularly important to update the game design document and present it in such a way that we can submit it. We will be applying for funding in January, and we need this for that purpose.

Art

We will continue to create content here. This week, we will focus on the remaining enemies. Currently, we are still using placeholders from an asset package for the jumping and flying enemies. Below you can see the concept for the flying enemy. We have been thinking about this for a while, but now it is being brought to life in the new style.

Programming

We will fix a few bugs in the programming department and then try to make our sound more consistent. The problem is that some sounds are too loud and others are too quiet. We will also take care of the player reset, as the reset happens instantly when the character dies, which can be very confusing.


That’s it for this week’s update! Every step brings us closer to making Enu the world we’ve imagined. Thanks for being part of this journey, your support keeps us going! Stay tuned, there’s a lot more to come.




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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