Thursday, August 31, 2017

Whim Independent Studios - Development Log #40



The 40th developer log! To maintain the promise of a new development log every month, I wanted to make sure that I finished this entry by August 31st.




We'll be at Gameacon Las Vegas from September 9-10 at the Westgate Hotel in Las Vegas, Nevada! We'll be showing off Selatria and ANTics there. Come check out our booth for special prizes, stickers, and t-shirts! We'll also be selling itch.io codes for Selatria for $5.

Come and say hi!





  The new logo for our game!
 
 
In my last development log  we unveiled our upcoming PC/Android game "The Dastardly Dairy Debacle". This post, I'd like to show some new promotional art.








We are still aiming for a Fall release for this game, so please stay tuned to future developer logs when we'll show more screenshots and release information.

Dastardly Dairy Debable art developed by Jessica Jacuinde



Work is developing steadily on our flagship project as well!


First, some new art!



The Grandma who lost all of her cats! Any lost cats you've saved in the game you can turn int to her for rare prizes and rewards. Also, rescued cats will be able to be played with in the Cat Garden in the backyard!



Did you see him in Part 1? :)


Since the last developer's log, we've funneled all of our studio into prioritizing work on Selatria and Dastardly Dairy Debacle and ensuring we get these two games complete before we go off on developing other ideas.

With this change in structure, Matt Estrada rejoined the team and he's currently heading the development of the final dungeons of the game. If you've played Selatria Chapter 1 and 2, he's been behind the development of the Slime Boss, the Mirage Fairies, the Engineer fight, and the Wit puzzles in the Pirate Cove. If you like difficult content, you'll be very pleased with the way Selatria is going to end.  We also brought on a new intern by the name of Donald Alfieri who is assisting with development as well. Some screenshots of what's to come in the final chapter.




Sliding puzzles are here. And they get pretty intense later on.




The Ice Passage will have both indoor and outdoor elements.


As for myself, I've been doing a bit of everything. Mostly dialogue/cutscene implementation and checking over the voices and art to make sure everything sounds good for the second part of the game. Unfortunately, a lot of my work as of late can't really be shown in pictures just yet. As a bit of insight, I port the script into the game first, then separate it into scenes, and then fill it in with character movements and voices. Almost done with the Chapter 4 part of it, and by the next developer log, you will see some more screenshots of cutscenes that have been completed by then.

Anyway, you'll be able to check out some of the Chapter 4 content I've implemented at our booth at Gameacon so please check us out then!

Oh yes, almost forgot! WASD implementation is coming! So you'll be able to play the game with WASD, arrow keys, or the numpad if you please. A big thanks to Jonathan Dishaw who was able to mess with a lot of underlying code to get it up and running. Players at our Gameacon booth will be able to play some of the new content with this implemented.

Art development by Deborah Groves and Jenny Gilliland



That's all I have for now. See you in the next development log or at Gameacon!