Infinity Wanderer Developer Diary #6:

Infinity Wanderer Developer Diary #6:

We are continuing our development process where we left off. We have made quite a few changes after the last developer updates and we are very happy and excited to share all these improvements with you.


Boss Improvements

Bosses in the game now have a phase system. With the phase system in bosses, when certain health values are reached, the attack patterns and behaviors of the boss creatures change. With this update, we have increased the depth of the boss scenes considerably. In addition, the readability of the bosses' attacks has been improved.

Main Menu Optimization

We have made changes to our main menu design. Existing menu designs have been optimized and missing features have been implemented into the game both visually and functionally. In addition, an in-game menu design has been made in line with the main menu UI standards. Similarly, both the visual features and functions of this menu have been designed and developed.



Main Menu

Performance Improvements

Following the long-term developments in the game, various studies were carried out for performance stabilization. Considering the loads that the in-game light and shadow systems put on the performance of the current systems, necessary systems were revised and improvements were made. With these improvements, our game became more system-friendly.


Enemy and Game Balance

After the last update, in-game balances were made in quite different categories. The statistics of the enemies were reviewed again and the necessary updates were provided. The difficulty curve and character development feeling that the player will encounter with the time spent in the game were reconsidered. The game's gameplay times were increased considerably and many new environmental elements were placed in the levels. In addition, secret and openable areas supporting the Metroidvania theme were added to the sections. The number of elements that can be interacted with in the game was increased (traps, opening and closing doors, breakable environmental elements, etc.). Section lighting and shadowing over the lights were optimized and added to the game.


Traps

Sound Improvements

Various atmospheric sounds and background music have been added to our game. New music has been designed and integrated to be used on the main menu screen and the Credits screen. In addition to this, the sound effects of the main character's various movements and attacks, which we mentioned in our previous developer diaries, have been updated. In addition to the existing and updated ones, many new sound effects have been added to the game.


New Features

Story System: A system has been developed where the items that the player can collect with the progress in the game or the discovery of secret areas, their stories or explanations can be examined via the menu. A visual book schematic was also prepared and the contents were listed and displayed on this book.

Controller Schema and Settings: The current controller settings in the game were reviewed and default controller settings were created to provide a better gaming experience. In addition, compatibility modes with different controllers were set and a system that allows the user to adjust the controller settings as desired was integrated into the game.

Accessibility Features: Various accessibility features have been developed to enable users to use them when needed in the game (one-handed mode, color blind mode, etc.).

Speedrun and Leaderboard Mode: A system called ‘Speedrun Mode’ has been developed that will attract the attention of our more competitive players in the game. With this system, the player can observe the current levels in the game and various time etc. data related to the entire gaming experience while playing the game. In addition, an infrastructure was created where players can visualize this data on a Leaderboard System and compete among themselves. This infrastructure was integrated into the game and is ready for use.


Speedrun Mode Timer


Bug Fixes and Improvements:

? Fixed a bug that caused the main character to remain stationary when using the dash ability.

? Added a cooldown to the dash ability.

? A feature that resets the cooldown of the dash ability when the player clings to a wall has been developed.

? The teleport system has been designed and integrated into the game.

? Optimized camera systems.

? Added a shaking effect to the camera that will work after taking damage.

? Fixed a bug that caused the enemy to constantly turn left and right when in close combat with enemies.

? Fixed a bug that caused the enemies to suddenly change direction while attacking.

? A feature that allows the main character to take damage when hitting enemies has been developed.

? Fixed issues that caused enemies to fall off platforms due to not being able to detect vertical areas.

? Fixed an issue that caused the first arrow we fired with a bow to go in a different direction than the one we specified, and improved the animation for firing arrows with a bow.

? Fixed an issue that caused a winged enemy to fly upside down.

Firat Baykaldi

Founder @Gamehaap | Teaching Non-Tech Founders Build MVPs at Jet Speed with NoCode + AI @Nookod

6 个月

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