Drodian's (De)Fault

Update 7! - Movin' Along

Hey everyone, it’s been a couple weeks since our last post. We’ve been rather busy between development and life stuff. I’ll keep this one short and sweet!
Recent Updates:

  • We’re in the testing phase for a lot of our SFX. Eddie, our audio engineer, gave us a lot of iterations of different sounds for things like level start/end queues, enemy death, the door opening, etc. We’re combing through that now.

  • The new player sprite is looking good! We ended up adding another art sprite to the player, it used to have one for both the shield and sword. Now they’re two separate sprites so that we can make art for each upgrade of the sword and shield.

  • The alternate objective and the upgrade for level 9 are in!

  • I’ve been adding some adjustable variables for our level designer, Tony. There’s been some good level and enemy polish, and things are starting to look more like a game.

  • Shoutout to Chris, he’s been making some helpful tools to improve task tracking and communication between the four of us.

What’s Next:

  • Implementing the timer that acts as both an incentive move forward and a score bonus.

  • Chris has started working on new UI assets to replace what shows on the right side of the screen. This will also affect the system menu.

  • Overall content and bug hunting. Once things feel better, we’ll move onto level 10 (boss battle).

I’ll leave off with this little blooper, our hero wanted to flex his guns no matter which direction he was facing.

playdate_blooper_toughGuyArms

-Nathan

AA_Logo_v4-3_Horizontal_Banner_150