Bounties Beyond Stars November MegaDevlog


Bounties Beyond Stars MegaDevlog

What’s shrimpin’, big shrimps? It has been too many days since the last devlog, and the fellow shrimps are growing impatient, so it is high tide that I give another update! We have been working hard since the game jam and would like to share some of our progress.

We have lost both of our programmers which has been a hit to the team but shrimps stay strong and will adapt :’)

State of the Game / Build:

The game now features an updated boss fight with cool buildings filling the skyline, beautiful night lighting giving the game a bright cyberpunk dystopian feel, and A grappling addition to the lasso allowing the player to move and actually lasso the enemies!

We now have an addition to the cyberpunk planet with the starting reception area, This area features mini mechas which will challenge the player and teach them about the big bosses' attacks. This area also includes an elevator which will take the player to the parkour section which is currently being rebuilt and may not be seen until a later update of the build.

Design:

The designers are hard at work creating a new plaza for the entrance to the cyberpunk planet, which will show a bit more of our vision and ideas for the planet. We are also working on implementing sounds, weapon tuning,  social media, covering for lost programmers and story lore, such as how the P.I.G. came to power, why each planet is so specifically themed, and even how the ‘Cowboy’ Planet may not have always been that way (wink, wink).

Art:

All the artists are currently working on researching our themes and creating an art bible, which should help us have some continuity between styles and understanding. We almost have the main character completed to replace the UE5 mannequin we are still using. Keeley is creating some intro cutscenes for the game which will be a great introduction to our story and the main characters' motives.

Programming:

Shrimp Studios has sadly lost our programmers and will most likely not have one for the rest of the project- Everyone especially designers will be attempting to cover the gap with ‘Unreal Engine Blueprints’ which is what we have been using since the beginning of the project/

Marlo has been covering for the lost programmers and is working hard on a grapple mechanic to the lasso which looks great and can be seen in the build being released soon!

Lots of love,

Shrimp Studios

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