Slicing the horizon - December Kandria Update
We've been busy working on the horizontal slice content, hammering out quests, art, music, levels, and new mechanics. We now have an overview of the complete game map, and it clocks in at about 1.2 x 2.2 km, divided up into 265 unique rooms.
This is pretty big already, but not quite the full map size yet. Once we're done with the horizontal slice, we'll be branching things out with sidequests and new side areas that are going to make the map even more dense and broad. The map is split up into four distinct areas, which we call the Surface and Regions 1-3. Each of those areas have their own unique tileset, music tracks, NPCs, and platforming mechanics. The demo already shows off the Surface as well as the upper part of Region 1:
We can also give you a peek at the visuals for Region 2:
I'm really excited to see everything come together, but there's still a lot more levels for me to design before that. I'm glad that I finally managed to get up to speed doing that, but it's still surprisingly hard. Coming up with fresh ideas for each room and making sure the challenges are properly balanced is very time consuming. As such, progress has been a bit slower than I would have liked, and that's been eating at me. Still, I think we can get the horizontal slice done without too much of a delay, and we still have a lot of development time scheduled in our budget, so I think we'll be fine.
Ive been working on the horizontal slice, and act 2s mainline quests are all but done to first draft quality, with a decent first pass on the dialogue. This contains several significant new quests, which send the player far and wide around the lower part of region 1, which Nick has greyboxed out. Its been fun getting into the headspaces and voices of the new characters youll meet here, and spinning up again on the scripting language. There was some tricky functionality to script, since we want some of the quests to be encountered naturally by the player, even if theyre not at that part of the story yet; it needed some extra thought to make sure these hang together based on the different ways the player might approach it. This should be good learning going into act 3, another meaty act. Though things should get faster to implement for the following acts 4 and 5, since the plot there is getting railroaded towards the climax.
As always, let's look at the roadmap from last month.
[ 2021-12-06 10:19:23 CET ] [ Original post ]
November has been filled with horizontal slice development! Nearly all our time was spent working on new content, which is fantastic! The world is already four times as big as the demo, and there's still plenty more to go.
Horizontal Slice Development
We've been busy working on the horizontal slice content, hammering out quests, art, music, levels, and new mechanics. We now have an overview of the complete game map, and it clocks in at about 1.2 x 2.2 km, divided up into 265 unique rooms.
This is pretty big already, but not quite the full map size yet. Once we're done with the horizontal slice, we'll be branching things out with sidequests and new side areas that are going to make the map even more dense and broad. The map is split up into four distinct areas, which we call the Surface and Regions 1-3. Each of those areas have their own unique tileset, music tracks, NPCs, and platforming mechanics. The demo already shows off the Surface as well as the upper part of Region 1:
We can also give you a peek at the visuals for Region 2:
I'm really excited to see everything come together, but there's still a lot more levels for me to design before that. I'm glad that I finally managed to get up to speed doing that, but it's still surprisingly hard. Coming up with fresh ideas for each room and making sure the challenges are properly balanced is very time consuming. As such, progress has been a bit slower than I would have liked, and that's been eating at me. Still, I think we can get the horizontal slice done without too much of a delay, and we still have a lot of development time scheduled in our budget, so I think we'll be fine.
Tim
Ive been working on the horizontal slice, and act 2s mainline quests are all but done to first draft quality, with a decent first pass on the dialogue. This contains several significant new quests, which send the player far and wide around the lower part of region 1, which Nick has greyboxed out. Its been fun getting into the headspaces and voices of the new characters youll meet here, and spinning up again on the scripting language. There was some tricky functionality to script, since we want some of the quests to be encountered naturally by the player, even if theyre not at that part of the story yet; it needed some extra thought to make sure these hang together based on the different ways the player might approach it. This should be good learning going into act 3, another meaty act. Though things should get faster to implement for the following acts 4 and 5, since the plot there is getting railroaded towards the climax.
The bottom line
As always, let's look at the roadmap from last month.
- [strike]Fix reported crashes and bugs[/strike]
- [strike]Explore platforming items and mechanics[/strike]
- [strike]Practise platforming level design[/strike]
- [strike]Draft out region 2 main quest line levels[/strike]
- [strike]Revise some of the movement mechanics[/strike]
- [strike]Animate more NPC characters and add an AI for them[/strike]
- Implement RPG mechanics for levelling and upgrades (partially done)
- Draft out region 3 main quest line levels (partially done)
- Complete the horizontal slice
Kandria
Shinmera
Nicolas Hafner
Late 2022
Indie RPG Adventure Singleplayer
Game News Posts 77
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(70 reviews)
https://kandria.com
https://store.steampowered.com/app/1261430 
[42.79 M]
Hack and Slash Puzzle Platformer ARPG
Kandria is a hand-crafted, 2D action game, which combines the wall-climbing verticality and precision puzzle platforming of Celeste, with the tight hack and slash swordplay of NieR:Automata, all set within an epic, post-apocalyptic RPG story and world. Questions of artificial life and android ethics abound as you thread and fight your way through hostility, and a complex web of uncertain truths.FIGHT TO SURVIVE
- Play as The Stranger, a powerful android recently unearthed from the ruins of the old world.
- Perform tight, smooth hack and slash combat against rogue robots and malcontent humans - you’re faster, stronger, and can jump higher. But are you smarter?
- When you think you’ve mastered things, prepare yourself for epic boss battles with beasts and machines, which slumber and lurk deep beneath the earth.
STRUGGLE WITH HUMANITY
- Explore vast, open and interconnected levels full of non-linear missions, challenging platforming, and gorgeous pixel art decay - cross the barren surface, or spelunk deep underground.
- Meet flawed characters and factions struggling to survive; choose who to follow, and who you’ll help or hinder as you forge your own future amongst the ruins.
- Thread your way through prejudice in an epic detective quest of mystery, grit and self-determination.
INDIE HEART & SOUL, MODDING SUPPORT
- Made by a tiny team headed by Shinmera, an indie developer of not only games but also art and software, who crafted the unique engine, world, art style and atmosphere.
- Features thousands of frames of hand-drawn, hand-animated pixel art characters and locations, and an atmospheric, futuresynth soundtrack.
- Built in Trial, a highly-moddable, custom game engine and toolset created just for this title, which lets you mod content and create your own levels.
- Indie love and passion guaranteed.
MINIMAL SETUP
- OS: Linux 3.13
- Processor: Intel i5Memory: 4 GB RAMStorage: 1 GB available space
- Memory: 4 GB RAMStorage: 1 GB available space
- Storage: 1 GB available space
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