The amount of freedom is worth the work we put in and then having this work on bosses creates a much larger range of gameplay than what we had prior. Or climbing around a massive column then dropping into the water below and swimming into a cave. It feels pretty awesome leaping off a cliff and then grabbing onto a pillar that seems too far to reach. With jump in as well as swim the player movement and exploration feel vastly improved. While this worked great for the pre-alpha, once we fleshed out the open world we wanted the player to have more freedom with exploration. We had been pretty frugal with our character movement leading up to the Kickstarter. We took a hard look at our core mechanics and opted to take some additional time to refine the areas we felt needed work. So development as a whole has been solid. This means making another bipedal boss or a flying type boss will be much easier/faster etc. This was important as the systems we build out for each boss is something we will use again and again. We went back an expanded his combat, and how the player interacts with him. This latest pass on the Yeti feels great.
Praey for the gods boss 7 full#
However, we also did a full pass on what we call the “Yeti boss” which is really our bipedal system for bosses. This beast has been an entirely new system of AI. At the very least, we’ll continue the team stand ups where we’ll answer questions and discuss the state of the game.Īlso, a large amount of effort has gone into the crow/bird boss and our third boss. It’s a bummer and we hope to get back to a regular streaming cycle soon. Working on the new minions as well as some key things dealing with bosses. Sorry!! At some point, we knew we’d have to tackle some spoiler type work and for the last couple of months it’s been just that. We put a pause on streaming on Twitch in December.