Progress Update (June 2018)
over 6 years ago
– Thu, Jul 12, 2018 at 01:36:41 AM
Apologies for the belated update, it’s been a bit of a crazy month! Matt had an accident suffering a bad concussion, losing his speech at times but fortunately a CT scan has given the all clear - so we’re wishing him a speed recovery. Fortunately we’ve still made loads of progress with Xeno Crisis, so here are some of the latest bits for you:
Cover art
We finally have our cover art variations, courtesy of the amazing Derrick Chew (https://www.instagram.com/dcwj/) and Gonzalo Ordoñez Arias aka “Genzoman” (https://www.deviantart.com/genzoman)!
This allowed Matt to more or less finalise the cover designs (all 18 of them?!) for the various regions and styles, some of which you can see below:
General Release
Kickstarter Edition
This is the final piece in the puzzle which is the physical production of the game, as we can now not only go ahead and produce the cover art for the game’s box, but also the cartridge labels, vinyl / CD OSTs, manual and other items.
Enemies
Henk’s been busy (as usual!) designing and animating some fantastic new enemies which you’ll come across in the later areas:
All of the enemies and most of the bosses are now implemented in the PC rapid prototype leaving just the final boss to be designed, and the Kickstarter backer’s boss to be implemented. With all the assets starting to finalise the Mega Drive version is fleshing out really well; we’ve also written some nice tools to monitor the ROM asset distribution and sizes as we begin to close in on the 32 Megabit limit.
Cutscenes
Catherine has had a prolific few weeks, essentially finishing all of the cutscenes and she’s now working on the game’s ending sequence. Here’s one of the new cutscenes, but we won’t tell you what’s going on of course...
Audio
Savaged Regime has been working on some new tracks, with each somehow being better than the last! We didn’t think it was possible to push the Mega Drive’s YM2612 soundchip any further, but Daniel continues to push the boundaries with some amazing new techniques. He’s also made good progress with some of the game’s sound effects, which we’re hoping to be able to demonstrate soon.
Game design
Mike has also been doing a considerable amount of work on the game’s balance, and reckons it’s coming together nicely! Given that Mike has spent several hundred hours playing the game, he is concentrating on the hard difficulty to begin with, then toning down things such as number of enemies, bullets etc. for the game’s easy mode, but even then we don’t think it’s going to be a walk in the park!
Anyway, that’s it for this month - we hope you found the update interesting, and as always, get in touch if you have any questions!