Sure there's been a few hiccups along the way and we were away for quite awhile but there's been a very good reason behind all of that. Battleforte and Evil Never Dies are both still in active development but we're a very small studio with limited resources so a lot of things are trial-and-error, paid out-of-pocket expenses, and heaps of constant learning and more learning with the idea and hopes of making these two games what puts us on the map at least until the games are ready enough for a kickstarter launch which is on the our agenda once we feel its ready enough so any donations in the meantime are greatly appreciated! But anyways, enough of that, let's take a look at what all's been happening as of recently:
We've completely re-thought out the map style and design for " What the Hill " rebuilding it all from the ground up to fit the game's style a lot more suitable than it ever was before and it looks a Hill of a lot better! Or at least it's getting there anyhow now that it's going in the right direction that we wanted! We've even overhauled a lot of the map traits to build out a nicer, smoother look, with more appropriate meshes used in our landscaping. Keep in mind, this is still a work in progress so there's still a lot more to do.
We have some really pretty looking trees now that actively shake in the wind and we're very proud of these now that it finally meshes well! The rounded ones in the above image are just for testing and there's still lots of room for further improvements but we feel strongly that these blocky trees look a lot more suitable for our game of course!
Sure it's not perfect yet but the Lighting is probably one of the bigger changes. This was a bit of a huge mess before but after many iterations, a lot of higher learning, trial and error, and throwing in the kitchen sink we found some lighting we're pretty happy with currently and its a very exciting feeling because this was a big problem before and didn't quite look how we wanted up until now. There will likely be some further enhancements to it and a bit more tinkering but for now it still looks 100x better than ever, whaddaya thank?!