Dev Transmission (April 2023)
Hi everyone, here’s what we’ve been up to recently:
We have a dynamic campaign in SENTRY. This takes the form of two layers that sit above the moment-to-moment level-based gameplay. The first of these is the Ship Overview, a map of the ship that enemy forces move around and you choose when and where to fight them. Above the Ship Overview is the Navigator mode. This is a map of space that you choose a route through on your escape run.
We’ve spent the majority of our time in April working on this Navigator mode, taking it from a prototype to something suitable for a released game. That includes systems that populate the enemy boarding parties that move around the Ship Overview (and you thus fight in the levels).
We’ve still got lots of work to do on it but it’s shaping up very nicely (and we’ll share visuals at the right time!)
The latest level we’ve added is “Engineering”. This started off as one of our early prototype levels that we felt was strong, so we made some adjustments and did an art pass. Here’s how it’s shaping up:
During March we created a new dog enemy. This charges toward the player and lunges at them, encouraging them to prioritise shooting them first, or strafing out of the way of their attack.
We felt like there was a good opportunity to make a variant of this enemy type, so created a dog with a ranged attack. This holds back and spits acid at you which causes damage over time, with the enemy performing occasional side-hops to throw off your aim.
- In early April we smashed through the 50,000 Wishlist barrier. For reference, that puts us at around the 370th most wishlisted game on Steam (out of several thousand). This is an important achievement, thanks to all those that have Wishlisted thus far, it’s a massive help!
- We’ve started work on our next weapon, the SMG. We’ll show you how it ended up in our May update, but until then here’s the concept art of it:
And just for fun!
It seems like a long time ago now, but the start of April we were still demo-ing the game, this time in London for the WASD event. Here’s the stand, along with the game being played:
This event was interesting in that there was a remote setup (the right-hand monitor). This meant that if I needed a break, Sean could connect and talk people through the demo. It’s the first time I’ve seen this remote demo-ing and it worked well, so I imagine it’ll become more prevalent in future shows.