Assets; Assemble!


Gather 'round little bits of code and sprites, it's time to put on a show!

As we rapidly approach our submission date for our vertical slice, the time comes to wrap together everything into a solid deliverable.  The art team is spending this week finishing and implementing the animations for our player character and the enemy types. On top of this, we're also sorting out the tilemaps for the few rooms we can showcase in this pre-alpha demo. The audio team has been churning out solid sound effects and music that massively improved the game's overall feel. The programming team has been adding the last of our roguelike features as well as adding functionality for pause and option menus. Lastly our design team has been working on the arena design to make the level look distinct as progress is made. A major issue we've been meaning to address for a long time was methods of communication with the player diegetically such as things to indicate when the enemies attack or what form to use to attack each enemy. We're on track with the oncoming deadline and we're excited to show you our progress!

Looking to the new year, we're very excited to continue working on this project and expand its scope as we approach its alpha stage. While we add more gameplay elements such as new enemy types, more pickups, more interesting room design and even environmental hazards to help or hinder the player. The biggest aspect of the game that we'll be adding in the new year is the narrative. Our writing team will be giving the game a proper storyline, character interactions and more! Our priority this year has been designing and planning out the entire project so we could more effectively deliver on the promises we made to ourselves as we set out on this adventure. Time will tell if we can manage to stay true to this.

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