Posted June 24, 2024 by DepthVision
The last 2 weeks we have been hard at work with the feedback we have received from players, implementing new features, and adjusting/polishing the ones that we had last build. Here we have listed the changes we made since last build. Enjoy!!!
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We have heard that combat was not explained well enough and confusing to players.
So, we have added visual indicators to explain how combat works. This has been implemented for the first gate and following 2 combat encounters. After that you are on your own, good luck!
Marisol is not the only inhabitant of the Dried Ocean. Merchants have returned to the Market. The Shrimp Shelldon, is super excited to meet you. The mysterious Blacksmith might offer his services... for a price.
To give more information to the player about the world and to point them in the right direction. You can now talk to the Blacksmith over in the Stall at the Market.
He might look scary, but he is nice and has not had many customers as of late, so give him a visit!
We always had the intention to convey a short story with our game. In the last build the player was never able to reach the Witch's Tower for the climax of the story. This update opens the path to the Witch's Tower. Here you can find a look-out point to admire the desolate, yet beautiful landscape of Marisol, and maybe you will spot the giant creature in our game. You can find one last puzzle and then you will be "greeted" by the Witch in her tower.
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We have opted for a different approach to our Main Menu. You now load into our World directly and get a cinematic intro when starting the game.
We have moved to our Finalized Mesh and Skeleton for Marisol.
We have removed the debug indicators and have replaced them with fully fledged out art. The ammo is now updated on your UI. And we have added aim assist. (Aiming can be hard!)
We have moved away from the 2D UI, we only use it for our new Dialogue system. We embraced our in-world UI approach and gave it some much needed clarity improvements.
We have improved the clarity and behavior for our enemies. Enemies now better communicate their attacks. Enemies do not get stuck as often and behave better in groups.
Puzzles have been improved. A lot of feedback we received was about the readability and clarity of the puzzles. We have added more VFX and SFX for puzzles in our game. We have also solved a lot of collision issues that would make puzzles harder or impossible to complete.