Late in the Fall season, we’re back with an update! We’ve had 3 internal alpha builds since the last, and were spinning our wheels on stages without much progress for a short while. However, progress has picked-up with a focus on process and mechanics.

Through the development of our latest alpha builds, the remaining details for the LXU Armor are complete with the all the palette changes for weapons, new teleport and death animations, and capsule upgrade cutscenes. And several issues were resolved that caused overlay and transparency issues with the sprites.

Lightning Bit palette of the LXU Armor

LXU Buster Upgrade animation

In the most recent alpha, we took a hard look at enemy behaviours and boss moves and rewrote some really troublesome ones. Chrysalis has always been a solid boss, but one of her attacks was in need of improvements to really shine. On the other side of the spectrum, Sombra’s been sitting sadly broken for quite some time, so we’re rewriting his broken attacks and making him more powerful to boot.

Sombra’s Crystal Shards attack in-progress.

One of the more crucial things lately has been polishing the core mechanics around dashing, wall-jumping, buster shots, and Lyra’s controls. An example of one of these is the dashing hit-box, which was previously fixed to Lyra’s full height. It’s now shorter when dashing, allowing Lyra to deftly dash under projectiles. To be satisfied in making enemies interact with Lyra in fun ways, the enemy encounters we’re designing have to be well-tuned to those mechanical specifics, so we have to get them just right. We also have to fine-tune the mechanics around movement, like how slopes and the slippery ice work in our snowy crystal stage.

Tileset floor perspective tile examples

In-progress for the stages are some test tilesets which we’ve begun painting into our Lake stage overtop the associated art sketches that outline the detailed elements. There’s nothing else that makes a stage feel alive than adding the art, so even the roughest tiles can start to make the stage seem lively. For the next steps to give the stage some depth, we’ll be adding more tiles and some background layers behind them.

Regular posts continue to be our weak point as development goes on. But there’s some questions in our ask box we’ll get around to answering. And we are still working out some boss designs to show in the future.