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I hope you've all started well into the new year! We're well into production now, with the vertical slice slowly taking shape. Much of the work in January has been on concept and background work, which is now done, so we are moving forward on the implementation of the new features, assets, and writing. This entry will have a lot of pictures and videos to gander at, so be warned!
The vertical slice will include three areas the central camp, or hub location, the first underground area, and the desert ruins. We're now mostly done implementing the central camp. Doing so was a lot of work, since it requires a lot of unique assets. It still requires a good amount of polish before it can be called well done, but for the vertical slice I think we're good at the point we are now.
The camp is where all the main cast are (Fi, Jack, Catherine, and Alex), and where you'll return to after most missions. As such, it's important that it looks nice, since this is where you'll spend a lot of your time. It also has to look believable and reasonable for the cast to try and live here, so we spent a good amount of time thinking about what buildings there would be, what purpose they should fulfil, and so forth.
We also spent a good deal of time figuring out the visual look. Since Kandria is set quite far into the future, with that future also having undergone a calamity, the buildings both have to look suitably modern for a future society to have built, but at the same time ruined and destroyed, to fit the calamity event.
I also finished the character redesign for Fi. Her previous design no longer really fit with her current character, so I really wanted to get that done.
On the gameplay side the movement AI has been revised to be able to deal with far more complicated scenarios. Characters can now follow you along, move to various points on the map independently, or lead the player to a destination.
[previewyoutube=h0ZiZnS_2WQ;full][/previewyoutube]
Quests now also automatically track your time to completion, which allows us both to do some nice tracking for score and speedrun purposes, but also to implement a race quest. We have a few ideas on those, and it should serve as a nice challenge to try and traverse the various areas as quickly as possible.
[previewyoutube=THJF6OifDSo;full][/previewyoutube]
We're also thinking of setting up leaderboards or replays for this, but that's gonna have to wait until after the vertical slice.
For look and feel there's also been a bunch of changes. First, there's now a dedicated particle system for effects like explosions, sparks, and so forth. Adding such details really enhances the feel of the combat, and gives a nice, crunchy, oomph to your actions. I still have a few more ideas for additional effects to pile on top, and I'll see that I can get to those in due time.
Also on the combat side, there's now a quick-use menu so you can access your healing items and so forth easily during combat. It even has a nice slow-mo effect!
[previewyoutube=F4EUe8V_QAk;full][/previewyoutube]
Since we're not making a procedural game, we do have to have a way of gating off far areas in a way that feels at least somewhat natural. To do this I've implemented a shader effect that renders a sandstorm on top of everything. The strength of the effect can be fine-tuned, so we could also use it for certain setpieces or events.
[previewyoutube=hIwZM7A4eVk;full][/previewyoutube]
The effect looks a lot better in-game. Video compression does not take kindly to very noisy and detailed effects like this. Having the sand howl around really adds a lot to the feel of the game. In a similar vein, there's also grass and other foliage that can be placed now, which reacts to the wind and characters stepping on it. You can see that in action in this quick run-down of the camp area:
[previewyoutube=_PQ_5eaVIXw;full][/previewyoutube]
There's a bunch of other things we can't show off quite yet, especially a bunch of excellent animations by Fred. I haven't had the time to integrate all of those yet!
We've also been thinking more about how to handle the marketing side of things. I'm now doing a weekly screenshotsaturday thing on Twitter, and semi-regularly post quick progress gifs and images as well. Give me a follow if you haven't yet!
Then I took advantage of Rami Ismail's excellent consulting service and had a talk with him about what we should do to improve the first impressions for Kandria and how to handle the general strategy. He gave some really excellent advice, though I wish I had had more time to ask other questions, too! I'll probably schedule a consultancy hour with him later this year to catch up with all of that.
Anyway, I think a lot of the advice he gave us isn't necessarily specific to Kandria, so I thought it would be good to share it here, in case you're a fellow developer, or just interested in marketing in general:
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