Progress Blog #17


Hello wonderful people from the internet!

Welcome to the seventeenth chapter of our weekly Progress Blog!

The last few weeks have been a bit chaotic, as we’ve had a few cases of illness and, above all, had to submit an exposé for our bachelor’s thesis. Nevertheless, we were able to work on Enu, just not as intensively.
The biggest change is that we have set ourselves new goals and milestones, as we realised that it is not expedient to continue polishing the build itself, but rather to plan for the longer term.

Another very exciting announcement is that we have secured a spot at Games Ground Berlin – Publisher Connect. This will enable us to speak directly with publishers next week and present our game, which would take us and the project to a new level.

What is the current state of play?

Over the past few weeks, we have primarily addressed structural and workflow issues. For example, as mentioned in our last blog post, we have developed tools for improved layers and enhanced collision calculations. We have also compiled a list of all currently required assets. These and several other measures will enable us to work more efficiently in the long term. Therefore, we will proceed directly to the new tasks we will be undertaking this week.

Game Design

In Game Design, our focus this week is on developing more detailed concepts for auto-attacks (our basic attack), player characters, and enemies. The goal is to give auto-attacks more depth and make them more engaging and challenging than they currently are. Now that everything has been converted to 2D, it’s crucial to establish clear and precise concepts for the main character. We’ll also be redefining enemy designs, as playtests have shown that enemies can still feel too complex and overwhelming. Therefore, this week will be dedicated to refining and balancing them.

Art

In the Art department, we’re beginning work on our 2D art style guide, or more precisely, defining the style itself. To set the foundation, a new main character will be designed to establish the visual direction. Once that’s finalized, all other assets will be created to match and maintain a consistent look throughout the game. A huge job but definetly something we are excited for.

Programming

Thanks to the new development plan, the programmers are now collaborating much more closely with the other departments. This allows the new auto-attack system to be implemented and tested directly during development, speeding up iteration and feedback. This week, the focus will be on integrating the new auto-attack system and refining its feel and functionality.

In addition, the new enemy types will be implemented, three in total, designed to be simpler and more approachable. This will make it easier for players to understand the core gameplay without overwhelming them with overly complex enemy behavior.


That wraps up this week’s update! Progress might come in different shapes each week, but every bit brings Enu closer to the world we’ve imagined. We truly appreciate everyone who reads along, tests, and supports us on this journey, your encouragement keeps us going. Stay tuned, because there’s still a lot more to explore and create!




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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