Week 2 - Spells and Enemies


Hello everyone, and welcome back for week two of our development!

This week, it was time to really kick things into gear. The prototyping phase is over - the development process has truly begun! We started the week off in the best way by expanding our team. We welcome Luís and Joana as writers for TtMG, and we're sure they'll do a wonderful job. We've also made progress in the implementation of the game proper, taking into account the feedback from this week's prototype tests.


During the week, Paulina whipped up a beautiful title screen, borrowing some art from Alex Pi over at artstation.com. She also storyboarded a few scenarios, so that we'd have a more concrete idea of what the final game would look like. After she was done with this not so short a task, she changed gear and started work on the spell implementation, cleaning up her prototype code and writing the spell management logic.


                 

                                                                 The title screen


Afonso worked on the spells themselves, taking from the prototypes created by Paulina and him while developing a few new key ideas, as well as implementing spell effects such as AOE, slow, etc. He tested new spell concepts, such as fireball, quake, and some others. 


                                    

                                                                        Pew pew!


Tiago polished up the movement script that we already had, basing himself on the feedback from the prototype. Overall, the movement now feels more fluid and natural, but it's still open to further changes as we develop the game further. He also started implementation on a hotbar for spell selection, although that's not quite finished yet.

                                    

                               The character moving around a test environment


I mostly worked on the enemy AIs, implementing the main structures with the help of Paulina. We also developed a few different enemy AIs - for now, the ones we have finished are slimes and bats, which are two of the most common enemies you'll face in the ruins. I also worked with Luís and Joana on the story and lore outlines for the final game, but any more about that would be spoiling things!


                                    

                                         Some basic enemy AI from the prototype

That's all from us for this week! We'll see you next week, where we can hopefully show you a more polished version of spells and enemies - maybe we'll even get to show you some of the cool new assets we've been working on!

-- Rodrigo

Get Through the Misty Gate

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