The main focus of week 49 has been the bosses in chapter 3, ofc. In order to battle a boss the player
must first find and enter a bossgate. Each boss has a linear story played out in stages, where the stake
is the player's life. On every step a boss will ask the player a question. If the players chooses the wrong
answer, they can lose their precious shields, and are then forced to take direct damage. The challenge
lies in answering the questions correctly in order to have enough life left to reach the final step and win
a key to the monoliths.
We control the bosses from our design tool, where we design the different steps and outcomes. In our
design tool we can easily rearrange, write, add sound, determinate outcome and effects.
Regarding the diary pods; they're now in the hands of our voice actor Eric Reed, awaiting to be
Chapter 3 - Bossgate!
Chapter 3 - Mothership!
Chapter 3 - Choose your destination!
Btw, if you wanna help RymdResa win the Indie of the Year 2014, vote over here!
Chapter 3 is finished!!
A milestone has been reached! The RymdResa gameflow is still rough, but finished!
This week we've created a lot. Just about a week left to christmas, and we wanted to fix
as much as possible before that. The bosses are finished (Laser Entity, Gravity Entity and
Electricity Entity.) Chapter 3 is finished. Much stuff remains; like bug-fixing, balancing,
some more exploration-quests need to be written, proofreading, end-movies för Chapter
2 and 3, some wonders-implementations. BUT we have a roughly working gameflow. And
you can actually play Chapter 3! And we're getting soo close to a release!
AND THAT'S AWESOME!
What we've done:
★ Finished a rough version of chapter 3, with a functional gameplay:
-----> Added 3 bosses.
-----> Reworked zones and spawn-rates.
-----> Added Evil shooting travelers.
-----> Added and animated the monolith gate.
-----> Completed mission-checkpoints.
★ Fixed some crashing bugs for options, skills, news and message system.
★ Added a hint on how to use small heal-station with energy key.
★ Added support for notifying ui-buttons.
★ Designed an encyclopedia-app for RymdResa.
★ Updated game icon for PC and Mac.
Happy Holiday From Space!
As we told you the last week, we've the core game-play flow in place, but there's still much to be done. Below you can read about what we'll be doing the coming weeks after our Christmas break!
Ironing out the UI even more
The UI have been under iteration since start and we've gotten some great feedback on what areas that need clarification or improvement, that includes nasty bugs like inverted coordinates and un-clickable buttons.
What spawns when and where have been a big question to answer for us, and that is where the zone system comes in. Every zone you travel to has a procedurally generated pattern and a pool of things that can spawn and it will be an ongoing work to tweak these. We'll also tweak rewards and risks for quests, items and the new endgame bosses.
Bugs in general
We still have some bugs we need to get rid of before a release; small things like spawning, for example; right now a mine can pop into existence right next to your ship without warning, and we don't want that to happen when you play!
Save-state for Mac sometimes removes the cache for the save-slot resulting in progress being lost. So we are moving to another type of game-saving and when this is done we should have export- and import-save-files available.
Features that still needs to be finalized are the big ending cinematic, Chapter 2 ending cinematic, a few missing sound effects, the space-shop, space wonders and some of the consumable items.
We are also making an encyclopedia application available for iOS and the web, listing all the different things you encounter in space, along with deeper statistical information (cause we are nerds).
Vendela & Kim