The art flowed this week, and many of the assets are now in place, not to mention a slew of hilarious sound effects! Brandon modeled a sweet new level for our upcoming alpha demo, and it looks great in the game engine. There's a great vertical element to it, and it should be a blast to see in action once the engineers finish laying the pathfinding system onto it.
In addition, all sorts of smaller (yet necessary) features have been implemented from the engineering side. Four of us put a ton of work into cracking out a fun menu GUI, and now the project actually feels like starting up a software product and jumping into a real video game. It's incredibly rewarding to see things falling into place.
And it's a good thing that they are, because we give our official presentation to the original MGS cohort in a matter of days! Jesse and I are going to spend some serious time hammering out the best presentation we can, and we plan on letting our fantastic team's product speak loudest of all.
We're excited to put the final touches on the alpha build of Last March of the Dodos, so keep an eye here for its official debut!
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