Hello wonderful people from the internet!
Welcome to the seventh installment of our progression blog series! As always, we’re keeping you updated on where things stand and what we’ve been up to behind the scenes.
This past week, while there wasn’t much direct progress on the game itself, we wrapped up a major phase of refactoring, setting the stage for smoother development going forward. We also took the opportunity to step out and connect with other devs and at GDD and Gamestate Fest, both of which had amazing and energizing talks.
With the groundwork now in place, we’re ready to dive back into building. Stay tuned!
What is the current state of play?
To be honest, we didn’t get a chance to work on the game last week. But as mentioned previously, we attended two events: the German Dev Days (GDD) and the Gamestate Festival. Both were fantastic experiences that gave us a valuable push forward as a studio.
Events like these are incredibly important for us. They give us the chance to connect with other developers, exchange ideas, and strengthen both new and existing relationships. We even had the opportunity to give a short pitch at the Gamestate Festival, which was a huge help and a great experience overall. And now to what we’re going to do this week.
BUT
We will be doing two game jams related to the game in the coming weeks. These will also be streamed live on twitch, so if you want to watch us sweat, work and have fun, just come to our twitch channel.
Game Design
The final realm is still in development from a game design perspective, and once it’s complete, the foundation for the lore and world-building will be in place. The third realm is also getting some adjustments, so the realms will be finished by next week.
Art
Things are starting to get really exciting in the Art department. With the game’s concept now centered around the Realm Switch, it’s time to bring the realms to life visually. Since two of the realms are already defined, we’ll begin with those and focus on finalizing them over the coming weeks. Our first priority will be the environmental assets, as they present the biggest creative and technical challenge.
Programming
In the Programming department, we’re implementing partial level loading. But what does that actually mean? To optimize performance, the game won’t load the entire level at once, instead, only specific segments will be loaded as needed. This approach helps reduce memory usage and improve overall efficiency. We’ll be working on integrating this system throughout the week.