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Entry #10 - Story trailer and announcement preparations

Jan Darowski

Yeah, again too long between posts...

Story Trailer

I finally got all of my trailer illustrations ready. Im really happy with them, I guess they show a pretty wide variety of ideas around the Shitlings tribe. After illustrations were done, I've ordered video editing and voiceover recording. I didn't do it perfectly as probably it would be easier to do correctly with VO ready before the editing started. Anyway, Both of them are ready. There will be one more small round of editing to add wishlist action point and...

Logo




So yeah, more outsource work.


Sound

After final VO video sync and adding logo, I will start working on a gameplay trailer and order some sound work for both videos and perhaps main game themes. I feel like the game atmosphere can be improved a lot just by simply adding some background music to it. In the end, day- night cycle is there to introduce completely different emotions for players during days, full of danger and uncertainty and calm, cozy nights. Music is probably the best way to quickly improve this aspect of the game.


Game improvements


Shitlings actions

I've decided to add some more depth to characters classes by giving them additional skills, outside of class-based statistics levels. So now each shitling above 1st level can actually fight enemies. They aren't very strong but I wanted to avoid situations where single enemy slipping through the defenses line can cost player whole game. Also it gets more interesting when Shitlings can be used in early stages to help turrets. Player can choose to do this and use resources for developing the economy faster. Fighting abilities differ significantly between classes, with one melee and 2 ranged attacks. These skills are used automatically when character is idle, in future I want to add more complicated, targeted skills that will use resources but can give more tactical advantage.

Enemies

I have models for all 3 enemy classes that are in game right now. Im slowly working on adding better animations etc. There is some stuff that I dont like about them, so they will be reworked in future (especially skinning) but because they are all made based on UE skeleton, it's really easy to quickly add the to the game and test.




Workspots and turrets

In meantime I continue adding some assets, particles and other stuff to workspots and turrets. They look better and better now. One cool feature was adding height-dependent turret range. It's something I'd been thinking almost from the beginning of the project but it's not an easy thing to do correctly and communicate to players. Now it works and I think it can really add a lot of depth to the tactical aspect of placing turrets.





Announcement

I'm learning a lot lately about the marketing side of indie games and the whole process of gaining attention. It made me realize that there is no point in setting a rock solid date of the announcement just yet. I want to prepare for it carefully as I have just one shot. I'm preparing graphics, writting copies but also most of the time in game is spent with gameplay screenshots in mind. So I don't want any huge gameplay changes or prototypy features in. I just polish existing stuff so it looks as good as possible. Announcement day will be huge, as it will be the first time general public will hear about the project and react to it. Outside of marketing importance and impact on the future sales, I expect it will also weight heavily on my attitude towards this project and general satisfaction. This psychological aspect can be even more important when case of solo developing indie games.

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