Devlog #4: Combat evolved


Hello everybody, it's the Paper Park team here, and the past two weeks have been smooth as always. 

Our writer Mafalda is done with her exams and will start writing dialogue for Kami. 

Nuno kept up work on the animations, though due to some confusion and a new direction, we're redoing a lot of the strafing-related animations. We decided to remove strafing on its own as a mechanic in favor of something closer to Z-Targetting in Zelda. That also has a strafe on its own, but given it's not very useful in those games, and it wouldn't be in ours, at least we're removing it for the moment. We're focusing on showing both Kiri and the enemy on screen together, with Kiri circling easily around the player.

Given we've added a combat design section to our document, we plan to start thinking about enemies to add to the level, that make the combat engaging enough, while not being a focus of the game. Hopefully, soon we will have an artist to draw our ideas.

Our programmers are still hard at work working on the UI and camera, but those things will take time.

And since the newbies are finishing their initiation process here at GDT, we will try to recruit people to our team. We have three people in mind who've expressed interest, but nothing is final yet.

So what are we planning to do these next two weeks:

  • Create a list of enemies for the Fairy Glade
  • Start fixing strafing and animations
  • Start Kami dialogue
  • Add Wall Sliding animation

We'll see you two weeks from now to let you know how it went. This is the Paper Park Team, signing off!

Get Paper Park: Episode Fairy Glade

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