Gamedev Update Visual Out Progress for August 2016
Visual Out is one year old AHHHHHHHH!
Technically more than that, since the idea started during a winter Ludum Dare, but I don’t really count that since it was two days, followed by months of actively not working on the game, and then when I began working on it again I kept the theme, but none of the mechanics.
Anyway, so much progress has been made in the past year!
The first public gif of a debug room in Visual Out, from August 2015
A recent gif from a room in the game
During the last update, I had been working on level design implementation, which was taking much longer than I had anticipated. This month I finished that up, and have been working on enemy design. I have a variety of enemies planned, and I have begun working on in-game art for them. Backers on Patreon are able to see enemy concept art.
An enemy in a debug room.
I hope to have enemies done by mid-September. GDEX, a local expo, is in late October, so I’ll be spending October preparing for that. Patrons will get an updated demo early in October to help playtest. Crossing my fingers I stay on task! That’s all for this month!
If you like my work, check out my Patreon where I post weekly updates like this, as well as behind-the-scenes snippets like level design sketches, and more. I really appreciate the support, and it will help me make the game better by adding custom commissioned music and helping Visual Out get on Steam Greenlight. Thank you!