Devlog 0.9 – Back from break

It’s been a while…

Well it’s been months since my last devlog. To be honest I have had a bit of a burnout and stepped away from this project for a good while. During these last few months I have been putting my focus on trying to find work, building projects on GitHub and also a newly created ArtStation portfolio.

So what now?

I am still working on Infernal Arena, however, there are two main changes that I want to address.

Mechanics – I think a big portion of burnout for me was not being satisfied with what I had and ended up with a lot of scope creep. I want to keep combat grounded which I will talk more about in the next update.

Art Direction – I am going with a different art direction more of a cartoonish look and have resprited the main character and enemies. Here is the look I am going for:

Player Sprites (Idle, Attack Combos, Jump, Angle attacks, Death Version 1, Death Version 2)
Slime Sprites (Idle/Jump, Melee, Death)
Skeleton Thrower Sprites (Idle, Ranged Attack, Death)
Ogre Sprites (Idle, Melee, Death, Ranged Attack)

More recently i’ve been working on the boss sprites too (work in progress):

Boss 1 – Skeleton Knight
Boss 2 – Fire Demon
Boss 2 – Ice Demon

ArtStation

I mentioned that I have been working on my ArtStation portfolio. So far i’ve really been enjoying making posts. If there is anything specific that would be cool to make definitely let me know.

My portfolio can be found here: https://www.artstation.com/vinay_pal

Goals moving forward (again)

The plan is to keep going – small things at a time. I’m going to integrate these resprites and in the next update I want to explain the new combat system, how it will scale as the game goes on, and finally story/theme.

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