MegaMare X Dev Update – Oct. 2016
After a slow period during the summertime months,
development has picked up following the joining of some new team
members. We’ve welcomed @shinsart and Xujints to our ranks and they’re off to a good start. Shintari, as a sprite/pixel artist, has already begun making tilesets, while Xujints has begun on the dialogue and is helping with game design.
Spurred-on by by these team additions, we have produced three more alpha versions and are up to 106. These add placements for some missing items, change the intro boss, fix various gameplay issue, and improve our scripting capabilities for cutscenes. We just completed recent work on our underwater stage’s layout, and finished parts of our upgraded armor sprites, of which half are in-game already. A number of new intro cutscenes have been added, with more cutscenes in progress for the armor parts hidden among the stages.
Now that the exciting stuff you wanted to hear about is over, here’s some boring details on the team’s overall status:
Some of the slowness has been due to a lack of availability with the volunteer nature of the project. So, over the past couple months, we’ve been working with individual members to reduce the amount of churn. Although we are still lacking some of the needed talents for the amount of pixel art the game requires, we hope speed of work will pick-up gradually and be more reliable for continued development. There is also some hold-up with game-design decisions for latter parts of the game that are only roughly written out. So iterations are now in-progress on finalizing details to move those forward.
TLDR: We’re still at it, but nothing looks good in screenshots yet. But it will soon with our new team members!



