[p]Hey, everyone! It's Ryan, creator of Wicked Seed.[/p][p][/p][p]September has been a fun month! Let's dive into what I've been up to.[/p][p][/p]
Spoiler Warning
[p]I'll be discussing new features and additions to the game, but nothing story related.[/p][p]Please remember Wicked Seed is still in active development and any current or planned feature could be changed.[/p][p][/p]
What I've Been Working On
- [p]Spent some time early in the month capturing new footage and put together a new trailer. It'll be released in the next month or so and there's still maybe a couple things I'll adjust, but I'm really happy with how it turned out. The trailer will also announce the release date![/p]
- [p]I've booked the voice actors for the game and started getting lines recorded! Since the script isn't fully completed yet, I'm waiting until then to do a full recording for Ella, but she will be voiced in the upcoming trailer. I'll make an announcement on who the voice actors are when the trailer drops.[/p]
- [p]I finished work on the new exterior location for the game and started into the next area (which is actually almost finished, too). I'll be keeping the upcoming areas under wraps since they won't be featured in the new trailer and are a bit spoiler-y.[/p]
- [p]Added a "line of sight" mechanic to the combat system.
- Previously you could just pick your target and if you're in range, it'll hit them
- Now it will take obstacles into consideration. Especially for interior locations I always had to make the encounter areas free of clutter and free of any corners so it didn't look weird shooting through stuff to hit the enemies.
- This change allows for more dynamic encounter areas so they don't need to just be rectangles
- Walls and other objects will "block" the attack, but if another enemy gets in the way of you and your intended target, they will take the damage instead
- There will be an indicator on the enemy target UI that will show whether your attack is blocked[/p]- [p]Certain weapons and skills can now knock enemies back. If an enemy is knocked back into another enemy, they will take damage and get knocked back as well if they are smaller than the enemy who was knocked into them.[/p]
- [p]Added a new rifle called the "Wingman"[/p]
- [p]Added a new enemy[/p]
- [p]Added a new boss fight[/p]
- [p]Ella will now turn her head and look at detected (detected being when the UI indicator appears over an object) items, notes, and enemies. I'll most likely allow this to be toggled on or off in the options since some players might feel this option too helpful or hand hold-y[/p]
- [p]Took a couple days off to play Silent Hill f![/p][p][/p][p]That's it for September. I was actually able to work on the game more than I thought as the trailer and voice acting stuff didn't take as long as I estimated. [/p][p]
For October I will be adding the finishing touches to the current area I'm working on and just keep going to the next. Right now the game is about ~85% complete and is fully playable and polished up to this point.[/p][p]
Here's a look at this month's costume: Nautical
[/p][p]Thanks to all who continue to follow and support the game. I'm excited to share the finished version with you. Getting closer each month![/p][p][/p]