As you may know, this month we had to half some of our time with Wind and Water: Puzzle Battles Online being on Steam Greenlight!
We have updates on both Chosen and W&W this month :)
Chosen: Character and Map Design
Advances on Chosen are still going strong! Right now we’re narrowing down many aspects of character design, behavior, and the whole map area:
You can expect a huge, non-linear, open map to explore. And the area will be huge.
The main character’s tiny size makes it easier to portray enormous structures that really give a sense of scale. We’ll be working on the Map system in the coming updates.
We’ve also started testing this idea to include very large, multiple-screen bosses! For that we’re ironing down the combat details, so it will be equally joyful to fight a gigantic enemy, or several smaller ones at the same time (hint, combos may be a part of it).
One of the aspects which got most extensive testing is the cinematics, which are to be seamless and an integral part of the game.
Every single pixel in these scenes is placed with utmost care and expression!
You might notice that Blue’s shield gradually sustains damage throughout the game, and it will be reflected. These four color snippets that contribute to make the world richer will be fully animated.
Here’s a work in progress of another character who let’s say might be important to the story ;)
Low-Res Graphics, High-Definition Gameplay
Chosen’s resolution and colors are limited, but we hope to bring the bar higher on low-res graphics by having fluid animations and as mentioned before, cutscenes, one of the most intricate works in 2D pixel art games, will be easier to create!
The engine, however, will feature powerful platform mechanics — or as we like to call it — High-Definition Gameplay.
On a technical side, our game design tools and engine are mostly programmed by us from scratch on C++. With many modern tools available right now, some people may think we could take a shortcut. However, in the end, we believe that this process is important since it allows our games to run smooth on many machines, as well as supporting more platforms in the long run.
This also allows the game itself to be much smaller and efficient! Take W&W for example — the full game and graphics are less than 8MB big!
Wind and Water: Beginner Mode Redesign
Speaking of which, we have updated the Beginner Mode in W&W. Before, the time was locked to 15 seconds, but now, doing Elementals will give you extra time!
We’ve been testing it out on 2-minute Time Attack battles and it’s definitely more fun to play this way :)
Full Combos now give extra time too, as a small bonus!
Updates are coming up weekly on Wind and Water as we have announced the game on Steam Greenlight: we want to bring W&W Online Battles to everyone, and we need your vote in order to develop our games on Steam!
We’re starting our cycle with W&W, but we’ll definitely love to bring our next titles to bigger audiences too.
We hope to have much more in store for next time, but for now we’re very happy with how everything is turning out! Our next goal is to start running Online gameplay tests for Wind and Water — if you would like to help us beta test, join our discussion on Discord!