Progress Blog #23


Hello wonderful people from the internet!

Welcome back to the 23rd chapter of our Progress Blog!

We’re thrilled to introduce another new update to you. We’ve been a bit distracted lately due to a stressful period, but all our members have successfully completed their degrees, and we can now continue with our development.
Speaking of which, here’s some news. We are proud to announce that we are now receiving funding from MFG Baden-Württemberg, which means we can continue developing our game as planned and release it at the end of next year. You can find a short article about this here or at this link.

What is the current state of play?

Game Design

In Game Design, we spent last week working on the level for the Baltic Games Fest build, where we’ll be exhibiting next week (more info here).
We’re also currently working on a new tutorial level and creating a greybox. Since the current tutorial level, which is playable, resembles more of a vertical slice, we’re revisiting it and building a dedicated, release-ready level.

Art

In the Art Department, we’ve created different variants of our current enemies for each world. Now, each of the base enemies has its own specific variant in its realm.
Here are the walking base enemies:

To share some developement progress you can see here the iterations/variations of one the Walking Enemy:

Existing enemies, such as the flying enemy, have also been revamped, as can be seen here:

Programming

On the programming side, we were initially focused on fixing the most glaring bugs in the Baltic Build and making it playable.
At the same time, we’re now working on and revising major systems to manage our code more efficiently and effectively, as well as to gain a better overview. Since the way we organize and handle things internally has also changed, these major systems need to be adapted, which calls for a more radical refactoring. These primarily include the inventory system and the enemy system. Both systems require a redesign of their architecture and overall code structure.

What we will do this week?

Game Design

This week, we’ll continue working on the tutorial level. We need to pay close attention to a few things here and work very carefully, since this level is intended to serve as a blueprint for the release. The basic structure of the entire world is already in place, but we still need to work out the exact sequence, when each enemy is introduced, whether every mechanic will be present from the start, and when each enemy appears, in detail.

Art

Various assets still need to be created for the Baltic Games final build, particularly environmental assets. We have already created prototype assets for three realms and now need to finish and decorate the last one. This will be the first time we build a build using environmental assets that at least give a hint of what the final release will look like.

Programming

The programmers is continuing to work on the systems and fix bugs in parallel for the Baltic build.


And that wraps up this week’s progress. Every improvement brings us one step closer to shaping Enu into something truly special, and we’re excited to keep building and sharing the journey with you. Your feedback and support continue to inspire us, and we can’t wait to show you what’s next. More updates coming soon, we’re just getting started!




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!