Free tier for anyone who wants to keep tab on the latest public news around VoidBound!
Free tier for anyone who wants to keep tab on the latest public news around VoidBound!
Salutations!
After a brief hiatus tying off post-HLE commitments, we're back on task with VoidBound. April is now dedicated to extensive patch tinkering with all the planned content making their way from idea based concepts to playable gaming elements.
To showcase one such facet, we recorded a 60 second panning footage of the slum district, one of the more asset heavy maps, with all the effects and NPCs in place. Recommend cranking the video quality to the max and let the camera pan to all four corners of the map to judge the performance(and enjoy the view) for yourself. Quick additional note here: We're still grappling with some stray factors when it comes to zoning into a new district as loading times tend to be erratic dependent on the map, so it goes without saying that optimization is an ongoing challenge and a high priority. On a different front, writers are now finalizing story building blocks and conjoining events in order to sequence them into a coherent chain of quests. To that effect, new central and side characters are being bestowed relevant backstories and our programmer is integrating them into the game code for final testing.
That about sums up this week of work. Eventually, we'd like share our thoughts, on the state of the patch and its planned release pattern, but more on that at a later date. For now, please peruse at your leisure, this week's achievement report.
Regards o/
Cursed Atelier Team
Hi again folks o/
It's the final stretch of the month and our "slow but sure" ship is gliding towards its impending patch release. When would that be, you ask? I wish I could get a clear answer for your but, for now at least, all I get out of our tight lipped team is a menacingly low pitched growling. In the interest of self preservation, lets change gears and go over our progress of the week.
The long haul of animating Henosis's various district signs, has finally concluded. I've been told by the artist that it was a fun experience but for some reason, the programmer is crouched in the corner mumbling something about "optimization nightmares". Concerning? Meh.. I'm sure he will be fine. Moving on, the new side quests we mentioned earlier in the month are now close to full implementation. Of-course nothing ever concludes smoothly but that is the BugBound life.
Old code continues to receive new restoration touches, from unique skills now gated behind prerequisite requirements to detailed weapon mod re-balancing. Finally, we had a breakthrough in the BGM side of things, but... eh, the progress report will fill you in on all the "buts".
That about sums it up for this month. Plans are underway to improve upon the progress reports without disrupting the quality of work being invested into VoidBound. To that affect, a few ideas have already been brainstormed and finalized for the next month and we're looking forward to showcasing them to you.
Till then, stay safe o/
Regards,
Cursed Atelier Team