Feral Blue
Feral Blue Devblog #8 — Status update
Version
Devblog #8 — Status update
Version Date
July 5, 2018
Patch Notes
Devblog #8 — Status update
Hi everyone,
It's the last day of Steam Summer sale, which means it's also the last chance to complete that Wallace & Gromit bundle, that you'll never ever launch.
Today we'd just like to tell you what our Feral Blue team is working on right now.
1) Our artist Natalia is making the interface for naval battles. Last week we asked her to rework an almost final version of the layout (as it seemed for a moment), because our coder and designer thought it was 'a bit too much of everything'. The coder has been hit with a crushing weapon right in his head (it was a Wacom tablet), the designer managed to escape. Seriously though, it's no easy task to fit in the control of four cannon boards, if one of those boards can have catapults on it, the second one — martyrs, other cannons are on the bow, and you also need to choose between an incendiary arrows or a pot with poisonous frogs. Soon you realize making interface is no easy feat. And yes, we're testing it with the Cyrillic font, because all words become longer and more difficult to fit in in a pleasant way.
2) Our visual coder Sergey is hard at work with a system of sunsets and dawns, and he also needs to finish his task on fires. Sergey, if you are reading this — you don't need to pour oil everywhere and set it all on fire, this is not Mad Max, please stop this pyromania.
3) Level designer Stas is putting together the ship for an American faction. By the way, don't you think you overdid with the number of siege weapons here? Someone needs to relax with all the 'Warhammer' gluing.
4) Our coder Anton is resting from the wounds received in battles with the artist, and is also finishing his work on the modular system for ship damage in naval battles.
5) Designers Alexander and Dmitry are reworking the table of resources for the fifth time and arguing if such a product as drugs should be in game. On the one hand, we already have alcohol, on the other — we have an apocalypse on our hands, which means harder stuff should be present. But what if the kids play this game? Then we'll be able to show them that hard drugs are very, very bad (mkay?).