Archive for February, 2009

Paris in the the Spring

Saturday, February 21st, 2009

Or so a science book back in school once said to throw us off.

Sorry about the lack of updates over the last month. It has been really hectic prepping the game to send out to publishers and the press. Over the last 2 weeks alone I’ve had to send out 11 updates versions for the beta, but it has been great. So the major bits in bullet points;

Gameplay

  • Added in a new weapon. There are probably enough now.
  • Weapons have been balanced throughout. Distance and damage have been tweaked, and Melee attacks (the running one) now does more damage if the enemy is moving towards you. This really opens up fighting techniques.
  • Swimming has been tightened up. Previously the player would rotate to where they were heading, so 180° turns would require a large turning radius. The swimming effects have also been optimised and improved (along with lots of other effects).

Level Design

  • 2 of the visually weakest areas have been completely redesigned. The Castle having the biggest visual overhaul to support 32×32 tiles. Level 3 (in some of the trailers) now has a mine exploration part initially, then a temple, then a lair; rather than it all being one big temple. The story going whoever built the mine broke through to the temple, and whoever built the temple long before the mine broke through to the lair. Just a trail of calamities. This also called for a new track for the mining section, it’s a nice chilled out arrangement of the temple track.

Enemies

  • Enemies, a scourge of mine (even though Sam had buckets of them), are finally being added. I didn’t want to rush in with enemies and make bog-standard turrets or things every game has had before. Of course there are traditional enemies lying around but I don’t want too many of them. New ones are slowly being added.

And now I’m off to watch Die Hard with a Vengeance as a treat! With some Cadbury’s Caramel :3

castlevania