This week, we continued to create the final things needed for the beta build of the game, before starting on polish for the final build. We don't have a lot of time left, but there is still a lot to do, but we still got a substantial amount of progress done.
The first thing that was done was the boss music. It is an intense orchestral theme inspired by music from games like Hollow Knight, Final Fantasy VII, Dark Souls, and others.
Next, a long-awaited feature: spike pogos. This was something that had been planned from the start, and also something that people wanted from previous playtests. Now it is in and people can test it in the beta build.
We also worked on level design changes for the Tower Base area, refining it based on feedback and internal review. The changes overall give the area more areas for intensity to ramp up, and keeps things easier closer to the beginning of the level. It also makes the level layout feel a bit more natural and less artificial than it was before by creating more variations in shapes.
Alongside level design changes, the Vermillion Summit level was completed, meaning all that is left on level design is fleshing out the level design after the beta, and refining the visuals. Like with Ember's Rise, it's made up of fewer, but larger modules to maintain its scale.
Finally, a plethora of sound effects were created, so we can begin implementing sound effects into the game, which should help sell certain effects that were lacking in previous builds of the game, though we may not have time to implement them all in time for the beta build.
For next week, the beginning of it will be dedicated to finishing up the main features needed for a fully playable game from beginning to end, as well as patching some of the many bugs in our game. Following that, we will be working on polishing the level design, visuals more bugs, and the entire game in general.
Until next time.
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