I'm back, too, with my first post after our Kickstarter campaign successfully ended. Thanks again for everybody who helped or even just thought of us during the campaign and kept their fingers crossed.
In this week's Video Dev Diary we dive into many things we're working on. Many concepts and models and game design decisions we're facing right now.
There's a lot to do after a Kickstarter campaign. Most projects have some sort of backer forums. If you don't have a forum yet, this needs to be installed, set up, users imported. All the digital goods, add-ons need to be processed, things you promised to deliver already now like access to alpha versions, sandbox levels, wallpapers. Don't forget survey emails for backers to enable them to provide shipping addresses, what name they'd like to put into the credits etc. All that takes time. Fortunately our team is a little big bigger. So while Julian, Ricardo and me do this part, others continue to work on the game!
This is what happened this week.
We’re on Steam Greenlight and as all of you certainly know, getting upvoted is very important. Please vote for us if you haven’t already, thanks! http://bit.ly/SonOnSteam
We're constantly doing some random tweaks here and there on FX or animations. This week we were playing with the wind push effect. More particles, different colors... Not sure if this’ll stay, though. I liked the sand colored particles more. Did blend in better.
We're working on a new area. And we need enemies and props for that. Daniel created concepts for props that are going to be used in the Sarahul camp. And Sini already started to model them.
New enemy #1: A later area in the game will have a lost soul / ghost type enemy. Daniel created many different concepts and we drilled down to a shortlist. We show you the scribbles and the shortlist in the video.
We’re continuing the work on the Sarahul armor. We didn't finish it in time for Kickstarter. But Adrian picked up the task again and does a great job completing all the missing pieces.
Some game design challenges we’re facing: How do we prevent players from using telekinesis to build infinite stairs and leave the map? We're experimenting with different ideas. One of them is shown in our dev diary.
New enemy #2: Daniel created concepts and Adrian modeled the first Sarahul mage. It’s close to be being ready for animation.
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