Devlog 3: Final Prototype


Welcome to our devlog update! We're excited to announce that we've recently wrapped up some milestones in both our art and programming development.

In terms of art, we've been hard at work finalizing the art bible. This has involved putting the finishing touches on all of the various visual elements that will bring our game world to life. Also some big visual changes to the art bible itself.

Meanwhile, for programming, we've made strides towards completing our game prototype. This has involve playtesting and iterating as we work to refine the mechanics and gameplay systems that will make our game truly shine.

Art

As we were putting the finishing touches on our art bible, we realized that there was simply too much text and not enough visuals to truly showcase the beauty and depth of our art style. So, we made the decision to make some significant changes to the layout and design of the art bible.

We worked hard to create a more visual-focused approach, implementing plenty of full-page illustrations, sketches, and concept art to really give you a sense and direction of the art we're taking with our game. By reducing the amount of text and increasing the number of visuals, we believe that our art bible now better reflects the visual style that we've been working so hard to create.

We hope that by sharing more of our actual artwork, you'll be able to get a better sense of the world we're building and the characters that you'll be able to play. You can find some changes that we've made down below:

Art Bible - Shapes Old
Art Bible - Shapes Old

Art Bible - Shapes New

Art Bible - Shapes New

Programming

Our programming team has been working hard on getting all of the key mechanics for our game up and running, and we're happy to say that we've finally got a full prototype of the game with all of the mechanics working together.

We've been testing out all the different abilities and powers, and while there's still plenty of work to do before we're ready, we're feeling confident about the progress we've made so far. For every mechanic we had to ask ourselves some basic questions. How will this work? Is it actually fun? What's better, option A or option B? These questions were necessary to have some fun mechanics that people will like to play.

So, without further ado, here's a preview of our prototype so far!

1) Possession of an object, as a ghost you can possess and move an object in the world. This slows your own movement but allows you to obstruct the path for the exorcists.


2) The cleansing ritual, the goal is to cleanse 5 ritual items. These can be cleansed at the ritual table, but the ghosts can interrupt the ritual simply by throwing an item at the ritual table.


3) Salt trap, exorcists can put up salt traps in a doorway. Ghosts are then unable to move through the trap, but by button smashing they can get rid of the salt trap.


4) Possession of exorcist, as a ghost you can also posses an exorcists. But this comes with a great risk! When you possess an exorcist, a button smashing duel begins. First to fill their bar wins and the other gets stunned and is unable to move for a short period of time.


Thank you for following our progress as we develop our game. See you all next week were we'll hopefully be transitioning into the production phase!

Files

POC_v1.zip
Mar 20, 2023

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