Greetings, Forgers! HT Returning with this week’s Development Update;

After catching up on the sleep lost from participating in Ludum Dare #38, as well as exams, house moves and other life things taking precedence this week, we’ve had a little down time to reflect on our internal systems. We combed through the foundations of our project to set ourselves up better for the future. After recalibrating, this upcoming week is going to be a major one with something big coming very soon. That being said, last week was still productive, with a lot of visual work done.

Exploring Environment

PeasantB, one of our newer members, has done some work regarding the background environment of the world, including architecture from across the world of Saera:

Chasms and Brushes

On the Visual Effects front, Justus has continued working on the ambient environmental particles, including our chasm filler.

He’s also begun experimenting with our grass, trying varying styles to represent the bushes you’ll forget to ward in, as well as the smaller textures on the map!

Programming

On the programming side, Mox has continued his work cleaning up the code and squashing the critters within. We have now set up spawn locations native to the GameManager in Unity, which lays the foundation for quicker design iteration.

In addition, the hotkeys you’ve set your skills to now show up in the skill menu.

Prelude

This week, I’ve really enjoyed the new environment work. I’m excited to see the vision of the lore team come to life with the art that we have. My personal favourite is the futuristic-looking temple on the top-left of the second pic.

We have a number of important updates to bring you shortly, keep your ear to the ground. Be sure to follow us on twitter at @o7studios, get involved on our reddit, and join in the conversation on our discord! Give us your thoughts on the new art, I’m sure you have your own favourites, too! I’ll feature some of the most creative and interesting thoughts next week.

Cheers,

HeroicTechnology