This week, I spent almost all of it working on music, and also implemented a much requested feature to the game at long last.
Starting with the easiest, the feature I implemented was the pogo jump on spikes. This was something I had been planning to do for a while but never got around to as my priorities laid elsewhere, but this week I finally got the chance to implement it. This technique will not be taught to players but if players figure it out, they'll be able to use it on top of their existing moveset.
Next, the music. I spent most of the week composing the final boss theme that plays when the player fights the Ashen Vessel. I took inspiration from Hollow Knight, Final Fantasy, Dark Souls, Nier:Automata, and other games when making it. It is meant to start menacing, before transitioning to more triumphant battle music, as this is the player's final test, before becoming more primal in nature. It also loops.
In general the loop is a little bit short, being a little under two minutes, but that is standard for video game combat music. As with the level theme, I created it using FL Studio, my DAW of choice.
On the music side of things, I may make some small changes to both this theme and the level theme after the beta, but otherwise I just have some smaller, less important themes to make like the title theme, upgrade screen, and end theme.
For the next week, the beginning of it will be dedicated to implementing boss animations and patching some bugs for the beta build, after which we will be in full polishing mode. Because we are so late into the development process, we simply do not have the time to pivot on anything, so all future plans are locked in place.
Until next time.
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