Dev Update – Jun. 2017
We’re long overdue for another update, and while they’ve been lacking, our work has been continuing through into the start of the hot summer. Since the last update, we’ve been working steadily at revising some of our stages and improving the general game design mechanics.
Most recently, much of this work has been done, in part, by our newest game design team member, puphop. He’s been going over the Everfree stage, and his keen eye for game mechanics helps us address some of the finer points of getting them right. We’re glad to have welcomed him onto our team and expect some great work from him!
There have also been two new internal alpha versions completed and more work queued up. The recent changes have featured several enemy changes and additions, boss difficulty balancing, wall-jumping mechanics improvements, and various other fixes. Through these updates and what’s upcoming, we also have several LXU changes.
The LXU armor hit a snag or two as had several more animations and details that came up as needed as we used it in testing. As of last update, we had all the base pieces in place. Since then we’ve added animations for them Lyra receives them from the upgrade capsules. We’ve got more to do with the palette mappings and implementing teleport animation changes, along with other cutscene-related sprite-work.
Back onto the work for stages, besides the Everfree stage there are two other stages simultaneously in the works: a familiar Snowy Crystal stage and, what we plan to be the most difficult stage, the Canterlot stage. The former, although previously started and shown, has been left unfinished and neglected, while the latter is entirely new.
Morale-wise, we’ve had some slowdown in the artwork side of things with some of our spriters being on a long hiatus and some personal issues and illnesses that have preoccupied folks for a good while. But we continue to work week-after-week on the game design in order to keep things moving on the many tasks ahead.
Don’t disengage your power-suit just yet, as we have a new boss concept to show off that will be posted in the next week or two. We’ll have another update mid-summer or so, at least following our next alpha, and have other post ideas in mind for the interim.



