![]() ![]() Teddy then recorded and showed this initial version to me and Fred, who came with feedback regarding the pacing, dialogue and how certain things were presented. To approach this scene, we first created a very basic “whitebox” cutscene (meaning we used mostly sample graphics) to establish the general flow and timing. Recently, we’ve been especifically focused on the scene where the final, final boss, Zhamla, spawns. These scenes can literally make or break the player’s overall experience, so it’s important to get them right. There will be a bunch of shorter texts & info drops to go along with the images and sketches I’ll add for each area as well, which is something I’ll work on this week.Īnother week, and – you guessed it – more cutscene progress! As game developers, creating these final cutscenes pretty much feels like one of the most crucial parts of the whole development process. It will be very interesting to see how many of you figure out how to “unlock” it! Don’t worry – it’s nothing big that will take forever to make, just a little something for those who have paid attention to certain storylines… )įor obvious reasons we’re not going to show any of the actual footage from the cutscenes, but here’s a sneak peek of some related animations:Īs for the production book, I’ve finished every written section now except one (the music and sound effect part – still a bit unsure of how to approach that). So, on to the actual update! This week we’ve more or less finished two of the most important cutscenes: the transition scene where the game either goes to “bad”/default ending or continues on the the final boss fight for the true ending, as well as the epilogue cutscene that’s part of the default end.įred has also started working on a little easter egg in relation to the final boss fight against Zhamla. ![]() I can’t even begin to describe how much it means to hear (well… read!) your words of encouragement! I know I speak for all three of us when I say it truly, truly warms our hearts, and we’ll continue doing our best to finish up this journey in a way that will hopefully satisfy you all <3 We’ve also added some new effects and NPC animations for the final cutscenes:īefore I write the rest of the post I want to take a moment to thank all of you who commented on or reached out about last week’s recap. We’ve gone through a bunch of iterations in terms of dialogue and timings, and we’re getting close to being satisfied with the whole thing. We hope that the designs created by our supporters will add to the richness of the game and it’s definitely gonna be interesting to see if anyone can guess which items are collaborations with backers and which ones are not!Īs for the actual production of the game, this week’s focus has mainly been the cutscene where the final boss dies. I don’t think it’s too common for game developers to have the opportunity to work so “hands on” with their audience, and we’ve certainly enjoyed the chance to involve you guys in the creative process. Honestly, I have to say that overall it’s been great collaborating with our supporters to make their ideas a reality. If you know you’ve backed one of the tiers where item design was a reward – please check your mail! To that end, we’ve just sent out another reminder that it’s time to get back to us with your requests. Unfortunately, quite a few haven’t gotten back to us at all yet, meaning there’s a whole bunch of items yet to be designed! While it’s always possible to add items after the game is released, I’d very much like to include as many as possible when the gate reaches 1.0. Now, with the game nearing release, I’ve been going through our lists of these purchases, and the emails our backers sent with instructions to make sure we’ve gotten everything right.įor the most part the items we’ve received designs for have already been put into the game, but there’s a couple we’ve yet to finish. A while back we had supporter tiers where you got to design an item or a quest for Secrets of Grindea as a reward. ![]()
0 Comments
Leave a Reply. |