MegaMare X — Dev Update - Dec. 2015

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See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

Dev Update - Dec. 2015

It’s been a while - it’s time for an update of progress, failures, but also potential.

Earlier this year at BABSCon, our boss-rush style demo was playable for the 3-days there only (although you can watch it). Chrysalis was the highlight of the demo, as she was really polished into an enjoyable, challenging fight. The rest of the bosses weren’t nearly as finished, but now we have 4 more bosses that are halfway there and are just waiting to take the spotlight. And what are those bosses without weapons to go with them? There happens to be 3 already in, with another just about ready.

So Lyra’s got some pew-pew and some meanies to fight - but, (oh, we know) those still don’t make a game. Behind the mechanical fun is the story tying it together. MegaMare X has a whole a light-hearted jaunt written-up that’s just missing one thing: actually being in the game.

The alpha mentioned in the previous Oct update has goals to achieve all the above. But also ensures that we have everything in place to glue it all together.

Looking back, we had a series of small failures in our earlier parts of development. Problems we didn’t even realize we had. There would be so much writing, conceptualizing, and not actually working in-game with things that they’d get lost in the shuffle or even just some of the simple things wouldn’t be done. We just now have the capability to properly place items, and fully scriptable cutscenes are soon to come.

It’s nice to say that we’ve finally turned that around and that we feel that we’re on the right track. Unfortunately, our past failures have meant backtracking that has taken time and effort away from the artistic pipeline we once had. But that’s a challenge for another day soon. And that’s a day when this alpha is ready to drive us the rest of the way through into shaping the game we’ve always envisioned.

MegaMare X Starlight Studios development status

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