Sunday, June 27, 2010

Getting with the times

Lylian has been built using a 2d engine, running on software rendering (all on the cpu) since it's beginnings. Now it's time to bring it up to speed, making use of Direct3D9 to let the graphics card take some of the weight.

It'll only take a night to make the changes, and will be well worth it; offering smoother gameplay on a wider range of user computers. Also open up to a better selection of screen effects - which is quite important for the final sections of the game.

What remains of development:

A final couple of areas to be completed
A Boss battle's mechanics
Playtesting!
Copyedit and proofread of dialogue
Translation (although can become available after release)
Remaining sound effects and music
Playtesting!
A whole buch of bug fixing (assumption)

Tuesday, June 22, 2010

Like a Bullet train...

...Super fast and quite punctual.
At least, that's how development of Lylian has been recently. The new goal for Episode one's release is end of September/early October. And this one is pretty important for various reasons.

A high amount of contract work utterly destroyed the previous release date. Things have been quiet since and a lot has been done. Still a fair bit to go though but as more content is made, the faster the levels come together. And only One more major enemy mechanic needs to be worked on.

So, two months as of now to complete the game, then the final month for bug squishing, dialogue proofreading and translation.

Hmm, it's not really leaving any room for the fmv though. I'll take that as a challange!

Might be about now I should become a coffee drinker.

Friday, June 11, 2010

Progress on today's HUD goal

It's coming together swimmingly. Keeping the original idea in mind and fancying it up a tad. Next up is to redo the stat bars that indicate the aura and stamina.

Design a HUD day

Today, is design the final 'Head Up Display' day. The experimental version:



It needs a revamp. Although it looks kind of cool (in my mind) it is hard to read the info and the flaming aura effect is draining small but precious processing power.
The aim is to try and keep some of the uniqueness of the old one, but make it easier to read so the player doesn't need to sit through a detailed tutorial on it.
I'll post the updates at the end of the day!