Hey Netherholics!
How was your summer? We guess it was sunny most of the time, considering the heat in the basement we were locked up.
But this is not about us this is about your NetherWorlds quarterly dosis, so
LETS GO!!
SHOW MUST GO WORM
Following
our last update wormwork,
animated and implemented the worms of the 60% of the game (both upper & lower heads), each one with unique designs depending on its scenario. Now teleportation between scenarios is fully possible!
Taking attendance at the Worm Cave.
Desert worm upper head is ready to include you in the menu besides rocks and sand.
GO GO TICK JOE!
Although Tick Joe underground adventures are one of our most advanced minigames, we were still using old or generic assets for the dungeons
UNTIL NOW!
Weve
1) Improved Tick Joes appearance:
Wanna see it in HD? Keep reading!
2) Redesigned the dungeons
To fit the scenario where youre playing it:
Next improvement: Adding tile variations.
This redesign also includes:
- DUNGEON FINAL CHESTS
Always hiding useful items, useless stuff and/or money.

- +30 ENEMY VARIATIONS
Ready to kick your ass in a visually consistent way everywhere.

Can you guess which scenarios are they from?
- NEW MINIGAME UI (WIP)
Were still testing it, so maybe its better to show it in future updates!
But talking about UI No, wait:
TALKING ABOUT UI
Much better. Heres our progress on implementing the new UI in HD!
(STILL WIP!)
1) Inventory
2) Fight Mode UI
Although
we already had the combat system developed, were currently
polishing it to fit the new UI. Thats important especially regarding to:
- The new semicircular bullet system and boss health bar (not implemented in older versions),

- Weapon switching + reload systems in both PC and Nintendo Switch,

Switching weapons! (They will look cooler, we promise)

Oh, reloading The difference between dying now and dying later.
- And visual details like the damage indicator in the health bar each time Medoo is hurt.

That's not exclusive to the Fight Mode, but were also working on a
throwing trajectory indicator!

And finally
DIALOGUE FACES!!
Were so happy to show you this, guys.
Since day 1, we were aware
our pixel size didnt allow to show all the characters emotions the way we wanted. That was a problem, because dialogues and expressions were key to empathize with them along the story.
The idea of HD UI solved this even better than expected. So here we are, creating
nearly 130 portraits for all NPCs in the game (main characters will have several facial expressions too)
!
This couldnt be possible without our talented artist
Alex Faria. Hes doing an incredible job
giving a soul to each one of the characters, and we couldnt be prouder of his work. We hope you like it too!

Tick Joe has its own one too, obviously!
WHAT'S AHEAD
As planned, during the following months well focus on
bosses and minigames while continuing the
ingame cinematics and HD UI elements left.
Thats why were gonna need some extra help in programming soon! ;)
Add NetherWorld to your Wishlist and join us in this crazy journey!
https://store.steampowered.com/app/672420
Aaaaand that's it for now!
How was it? If you have any questions, please comment below or send us a mail to
info@netherworldgame.com.
As always,
thanks so much for your support and see you in the next devblog!
Hungry Pixel team[ 2021-09-04 16:00:42 CET ] [ Original post ]