Tuesday, June 1, 2021

Whim Independent Studios - Development Log #59

Hi everyone! Here is the June 2021 update for what's going on at whimindie. Note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for our backers.  

--- 

Spellbearers


* New playable demo 

First, I would like to start off that we have a new playable demo of Spellbearers available to play now for Steam and itch.io - this is also the demo we sent to IndieCade. This shows the new additions we've added in the past few development logs, just note only level 1 is playable in this demo version. 


Spellbearers Title Screen


Play Spellbearers Demo on Steam
Play Spellbearers Demo on itch.io

We would love to hear your feedback, so please let us know what you think.

* New illustrations for Level 2 and Level 3

In Development Log #57 I showed the illustration for the first level. The illustration work has been completed for the next two levels!

The Icy Realm of Pagosia (Illustration: Niko)

The Fiery Lands of Floga (Illustration: Niko)

The illustration art will be displayed as the storyline/backstory of the level is shown. This will also act as a loading screen for the level. 


* Working on performance issues and planning out achievements

We're currently working on fixing performance issues and planning out achievements for the game. We're bringing over a team member from the Selatria team to help with achievement implementation in Steam and working to have similar achievements implemented for Xbox. 

If you notice any performance issues with the Spellbearers demo, we would love to hear about it on our Discord channel. Please let us know your technical specs and we'll see about how we can work to polish the game further. 

--- 

Selatria


* Chapter 4 Alpha Testing will be coming to a close on June 30th. 

We have gotten a lot of feedback on the difficulty and pacing of the Chapter 4 demo we made available a few weeks ago. We have made over 30 adjustments and bug fixes in Chapter 4 to address player feedback and make the game a more enjoyable experience. 

Among the greatest points of feedback was the build crashing on certain areas, and the difficulty of the Endless Desert. Over the course of the alpha test period, we put out some updates and adjustments and we're going to continue playing through and getting polished difficulty curve for the final chapters.

Due to the story content for Chapter 5 and 6, we don't plan on having an alpha or beta test for those chapters.

* Selatria - Main Scenario Cutscene Work Complete!

Cutscene work on the main scenario for Selatria is complete, and we're currently working on tying the game together with the cutscenes, adjusting boss battles, and finishing up incomplete dungeons.

With the second half of Selatria, there are quite a few optional dungeons and additional areas to go through, and the puzzles are fairly difficult. ...Difficult to the point where I need to see internal guides on what to do as a reminder. I wish you best of luck gathering all of the lost cats! 


---

Game Design Graveyard


Throughout this month, I will be starting a new blog series this month that talk about game designs that were started on but had to be put on hold for various reasons. While I am personally attached to the game designs, I don't have time to turn these incomplete plans into a full game, and I'm hoping they might be an inspiration for some other game designer or programmer looking at this blog for something they can build a game on.


--- 

whimindie @ Gameacon 2021 at Rancho Mirage, CA



Our last announcement for this development log is that we are planning on having our first in-person demonstration at Gameacon 2021 in August in Palm Springs, CA. Some of our team will be there and we will be demonstrating Spellbearers, Selatria, Corpse Castle, and more! If you are fully vaccinated, I encourage you to stop by!

Find out more about Gameacon here

--

That's all for this development log.