Monday, April 4, 2022

Whim Independent Studios - Development Log #66

Hi everyone! Here is our April update with what's going on at whimindie is here! Please note that some of this information will be cross-posted to our Spellbearers project page on Kickstarter for project backers.

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Spellbearers

In February, we released an update on changes to co-op gameplay, so please take a look at that if you haven't. 

As of this month, our main focus of the game is working on the final boss battle design and implementation, so that we can go through the whole game and implement the final achievements UI. 

We're also doing a lot of testing in both 1-2 player modes to make sure we knock out a lot of critical bugs and make sure the difficulty scales appropriately. For now, we're trying to determine what's acceptable for a "Normal" mode of difficulty, and use that to tune the "Easy" and "Hard" modes. 

We are considering releasing a test build for Kickstarter backers to give feedback once we iron out our internal testing. Is this something you might be interested in? Please let us know.

Upcoming Changes to HUD: 

We're also in the process of addressing some feedback that some of the icons in the HUD of the game are difficult to understand. The diamonds weren't being understood as the indicator for speed boosts and the circles weren't being understood as the indicator for the familiar stacks, so we'll be making adjustments. 

Our UI designer Jessica M. Jacuinde came up with a mockup that we're planning on adapting into a final design and implement later this month. Please take a look! 


Is there a design that stands out to you? We would love to hear your feedback!



Update on Retail Release Date Timing and Staggered Approach: 

Due to our ongoing participation in the Rogue Jam, we cannot release Spellbearers before the show airs unless we disqualify ourselves from the ongoing competition. If it is determined that we are not advancing forward for any categories and/or do not receive any funding to expand the game even further, we will then begin to plan out final release dates for the game as we are polishing it today.

Here is kind of a rough timeline of how we plan on releasing if the Rogue Jam does not pan out. We want to do a gradual approach to release to make sure we have smooth launches on all of the available platforms and we can give each individual channel its needed attention for feedback and adjustments.

Early-April: Internal Testing and Bug Fixing + Development of Level 4 Boss Battle

Mid-Late April:
In-Game/Steam/Xbox Achievement Implementation and Testing and Research and Implementation of Steam and Xbox Leaderboards

April 18-May 16, 2022:
Rogue Jam Competition

Late Spring-Early Summer 2022:
Soft launch / Initial Release on itch.io platform (itch.io codes will be provided to backers on the Early Bird Tier/"The Game" and above.)

Summer 2022: Initial release on Steam/Steam Deck addressing feedback and patches from itch.io release. We also plan on reaching out to curators and have a new trailer around this period. (Steam codes will be provided to backers on the Early Bird Tier/"The Game" and above.)

Late Summer-Fall 2022: Initial release on Xbox platforms/Xbox/Microsoft Store

2023/Future: Focusing on PlayStation versions

TBA: Research other possible platforms for Spellbearers release


*Please note that for those with the Selactic Spellbearer FLASH TIER! that Selatria codes will be sent out when that game is completed. 

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Selatria


We also have a lot of information to share regarding updates for Selatria. We're making a lot of progress towards linking up all of the completed cutscenes with all of the gameplay. While we do that, we are also working on various quality of life improvements.


Updates to Font Style 

We found out that the font style we've been using with Selatria is a Microsoft owned font "Tahoma" and so we've switched Selatria to switch to an open-source equivalent "Wine Tahoma". We wanted to choose something that is similar to the font we've used this far, but it also results in some of the text looking a bit thicker, so we are making some tweaks and adjustments to certain windows in the new font style. You can see an example of the changes below. 

(Old)


(New)



Updates to Gobby's Moves and Animations

Jon is currently going through all of our characters and making sure the animations and playability is fun

Barrage: Effect is being changed to three attacks in succession on the same target. The animation is being changed to be quicker. 

Fusillade: Effect is unchanged but will show a new animation on all enemies




Keyboard Layout/Changes 

In the last development log, we showed off the changes to the controller layout, and now we have changes for the keyboard layout implemented as well. Unfortunately, this means that the controls will no longer be customizable with the F1 key. 

In the previous development log, I mentioned that we're making the control diagrams easier to understand. Deborah and Jon completed the implementation of the updated keyboard controls. We are only showing the player controls based on the current scheme.

Here's how the controls will look if the player is using a keyboard.

(Old) 


(Now)


Do keep in mind if you prefer the old way without the controls visible on the screen, this can be turned off in the Options menu.

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On a Whim! Podcast


If you haven't had a chance to listen to our whimindie podcast, checkout the "On a Whim!" Podcast wherever you listen to your podcasts. We talk a lot about current events, gaming trends, and some of our gameplay design decisions in more detail. We release an episode every Tuesday, and we have plans in the future to bring on guests in team as well as other friends in the game industry.




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Reuploading ANTics and The Dastardly Dairy Debacle (Android Version) on itch.io


We've had a lot of requests both from the public and from the team on us taking down our older no-longer supported projects "ANTics" and "The Dastardly Dairy Debacle". As of today, both games are now available once again on Android through our itch.io channel for software archival purposes. 

Please keep in mind that support for both of these games have ended in 2020 and we have no plans to have the Android versions of these games supported on newer hardware. Download and play at your own risk.



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The whimindie Super Mario Maker 2 Game Jam! 


I'm putting together a Super Mario Maker 2 Game Jam on the whimindie Discord to make or play through levels created in the jam between now and 4/16. We'll create, play, and (constructively) critique levels created. 

Anyone is welcome to participate! But for now only levels created from now and in the next two weeks should be posted! 

I've had a Super Mario 3 level simmering in my head for a while and finally looking forward to putting it on paper myself this upcoming Saturday. Let's a-go! 

If there's a lot of levels created, maybe I might stream them... Note that this is NOT a Nintendo event nor are we sponsored by Nintendo to do this. It's just a great game design exercise. 

Join the whimindie Super Mario Maker 2 Game Jam!

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That's all for this development log. Thank you for your support!

Also, be sure to follow us on Facebook, Twitter, Twitch, and join our DiscordUntil next time!