Hi Everyone! Our team is making fantastic progress on Iron Testament! We're less than a week away from having a Pre-Alpha build and our third General Meeting, where we'll showcase our two months of work. With most of the base mechanics designed and implemented, we're now working towards our vertical slice. That means getting the whole team more involved, so by our next sprint, after the pre-alpha build, we will create our Audio Team and get UI more involved with Engineering & Design!
Greybox models of the Seraphim can now be imported to the current prototype (Thanks Eric!) and environment concept art is getting done to fit recope.
We are moving into our next steps with having more classes being worked on, alongside filler levels, and our prototype level layout. Grayboxing on that level should finish soon with indications of where enemies should be, while the rest of our sections are moving steadily. We are going to continue down this path in order to get all of our classes done, 2 of which are complete and 2 more are being complete at the moment. Once all that is done they’ll be moving onto working in engine to make more level layouts!
We’re moving into the mid-fi process~
We’re fully fleshing out all the screens: designing and testing various layouts, buttons, and flows.
This is arguably the most important part of the process in terms of UX, we get to experiment, iterate, and test our layouts to ensure every screen has the features and information it needs for its purpose.
The team ideated for cool interactions and created detailed visual components (like william’s cool computer chip squad readyup), cleverly designed information-heavy screens (like rosa’s seraphim skill tree), iterated through different ideas (like sophie’s many many loading screens), and am working with art team to create a unique 3D space for the prayer hall and main homebase screen (thank you Jay, Sunny, and Dez).
We’ll be continuing to develop these mid-fis, perhaps into interactable prototypes, and slowly transitioning into making our high-fis as we figure out how to make an effective design system + asset sheet.
As always, check the Figma for more~
We have made a lot of progress on our combat systems since the last devlog. We now have a basic implementation of Enemy AI, lots more UI information in the combat scenes like healthbars and damage text popups, and many other improvements to the combat system and user experience. The other big thing we have begun working on is implementing a class system and some of the classes that design has created (some, like cleric, visible in the tabletop simulator prototype). The Cleric, Infiltrator, and the sepharim will be in the Pre-Alpha build along with a few enemy types.