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Daily Report: 03/01/2024

New warrior weapon, parsing feedback

New warrior weapon

One of the big things that we were still missing in our game was variety in combat, mainly in regards to different weapons. We want to end up with a total of 12 different weapons spread over 4 classes, but we only had 1 basic one implemented so far. We received the art for our new spear-wielding warrior a few days ago, but with the playtest and new year, we only got around to implementing it today. This is also the first “professional” pixel art animation we received, and it shows, as I feel these animations have a lot more weight behind them.

A lot of tweaks

As part of the playtest, we received some issues that would take more time to fix, such as inconsistent pixel art, but we also received some pieces of feedback that weren’t too hard to get done, so we tackled them ASAP.

Some of these were:

  • Removed rage quit button (a remnant from when we had no homebase      yet)
  • Space can be used to go through dialogue
  • 100hz refresh rates

One other big change we’re trying out is removing the grass outside of the playable area, replacing it with a dark void instead. This is something that a lot of people said would be better, although we’re not fully sold on it yet. We still need to make some updates to our grass sprites so they don’t stretch outside the walls before we can correctly compare the before and after though, as now it looks a bit too janky.

What’s next?
We’re not 100% done with our new warrior yet, as some systems such as the weapon rack to actually change weapon aren’t done yet. Outside of that, I would see if we can add some more artifacts to our game, as we currently only have 3, which is kind of lacking in the roguelite department.

"Perfection is achieved not when there is nothing more to add, but when there is nothing left to take away”

Marnix Wyns

Producer & Creative Director @ BiteMe Games

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