Posted May 20, 2022 by Izel Levi
The first look of the first half of our level in progress is now in the game and giving a hint in a visual sense. Before the tower we made a demo-ish level area of the future larger level we are planning to produce. We are fairly happy with our artstyle now with the added tower that features the basic yet main puzzle elements, from Longroots to manipulating birds that would levitate us to higher grounds.
We also enhanced the sound system of the game, providing the waterfall sounds and some awareness sounds of the creatures around. This was a good step on upgrading our game feel. The sound of the nature and the wind was also implemented into the game. Some ingame soundtrack was implemented as well however they need tweaking on volume and trigger levels for them to work properly.
There are some several new puzzle elements including a bird that would levitate us throughout the level with a stamina limit. Of course, there is also a supporting puzzle element which is the stamina tower for the bird. When the bird is used it's stamina is drained however, the bird abandons the player and returns to it's place. Obviously, the bird is controllable by the player so some of the vertical puzzle elements can be solved utilizing our puffy looking bird.
We improved our AI with the implementation of our Yeti models and their much needed animations. They are still works in progress, however looking better already than just cubes or any kind of other placeholder.
However, some of these features will be reworked or will be scraped / improved since we took the decision of the game being faster and less repetitive. So, the existing level of the tower will be chnaged completely. The level design and the puzzles were only to showcase the most playable demo version of that state of the game. Now the tests and the core mechanics has been combined with the puzzles, this episode of the devlog series will feature the future plans and improvements.
First of all we recognized that the game is very repetitive, especially inside of the tower as the puzzle elements are used a lot. The gameplay required the player to go back and forth in order to solve the puzzle too much. Second, we figured the normal pace of the game was real slow and it was a bad influence on the flow of the game. So we developed a new Longroot mechanic that would allow the player to slide on it so the pacing of the game would improve.
The new forrest level is meant to be the prologue of the game that has a purpose of teaching the game to the player via the new UX system we designed an the new UI elements that shows the player the controls as Azy progresses through this mystical forrest, that also is utilized as an intro the the backlore.
Like we mentioned before, we will feature a boss fight and planning on adding another simple creature that would require the player to use the dodging and combating skills along the way.
Our biggest and most useful changes are probably the improvements on UI and UX. We wanted to create a better environment for the player to understand the soul manipulation. We used color coding for the soul storage the player can have rather than doing maths under faster paces. Now the player will have 0 (none), 1 (yellow), 2 (orange) or 3 (red) souls stored / necessary, that will show in the corresponding colors with a new mode that we implemented. However, we havent implemented teh part where this mode shows us, how many does Azy has in their soul storage. We are planning to showcase that on the scythe itself in the future.
We still have many things to add into the game, however we could call this the very first playable build of our game. Some of the new features are already implemented into the game hgowever some crucial parts are still there to be added. We are happy with our progress so far but we still have plans on improving the game feel with some additional combat and pacing mechanics.