RuneCaster Dev Blog 1

Last fortnight the team took RuneCaster to AVCON and it went really well. Lots of people (especially the younger crowd) really enjoyed the game and its art style. We got a lot of suggestions and great feedback. One of the things we found is some people were having trouble understanding the drawing concept of the spells, so we will be working on a better integrated tutorial to help those who didn’t get it straight away.

During that weekend we started working a new enemy called the ‘Fire Spirt’, it leaves a trail of fire that will damage the player and other non-fire types.

Fire Spirt

Speaking of the fire type, during the AVCON weekend we added damage types to all the spells so they would affect each of the enemies differently. We plan to add traits so the player can gain resistances to the different damage types.

Since then we have been working on new UI and menu animations to give it a better feel. The hope is to make the experience feel more fluid. Part of this is to do with our new start game screen which allow the player to select some attributes to make a more rpg/roguelike experience.

New game screen.

Over the next week we are going to work on some of the rogue-like features and elements we have wanted to add to finally get RuneCaster on the right track for what our vision is.

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