Greetings everyball and
Happy Holidays a Happy New Years to all!
So another year has come and gone, huh? Time sure flew fast in hindsight, especially when you look back at those months since the last blog post.
However, the time has not been squandered, as progress on Project Terra has been made! And today is finally the time to give you another update!
First of all, Happy (late) Holidays of 2023!
Obviously they have already come and gone, same for the recent New Years, but we still wanted to share this holiday art of Juno and Filia by the ever talented YuiKannon.
Recent Progress on Project Terra
Since our last progress update in August, Project Terra has been steadily progressing in various areas. With technical aspects getting finished up, we can hopefully soon dedicate more and more focus on creating the actual content of the game!
Two additional weapons have been added to Juno’s arsenal!
The first being the Spear, a long and fast pierce-type melee weapon that can whittle enemies down with speedy pokes but also packs some wide range combo attacks.
Had the opportunity to work alongside the developers of CrossCode on their next project!
— JAanimated (@jaanimated) January 10, 2024
Note that this clip also shows some new progress on already existing weapons, namely additional attacks and combos for the Sword, Hammer and Crossbow.
The second one is another ranged weapon, the Kama, also known as “chain-sickle”, “sickle on a chain” or “that badass ninja weapon on a chain”.
Ooh, look at that! A new weapon in #ProjectTerra !
This is the Kama, which can be used in battle, but also as a form of movement for exploration and for puzzles off course!#gamedev #indiedev #pixelart #ドット絵 pic.twitter.com/Rpzvyj99fE
— Teflora (@teflorator) January 11, 2024
As you can see, it will be essential for some puzzles, because it allows Juno to pull herself to certain objects and drag others towards her.
PS: Did you notice the mid-air aiming slowdown near the end?
With this we got 6 out of 8 total weapons implemented at their core, though they will still need more polish and additional attack combos .
Another aspect making a lot of progress are our Menus! The first being the always important Quest Menu.
Time to update you guys on some of the menu stuff we've been cooking. First up:
Quest Hud & Menu!
— R.D. (@RadicalRegiden) January 10, 2024
Also, the already existing Item Menu has received some more polish and options to keep your inventory easier to manage.
Round 2: Inventory
Items are separated by category, with each able to further separate by sub-types.
Panel on the left provides context based information for each item.
— R.D. (@RadicalRegiden) January 11, 2024
At the end you can also see the Save Menu that was finished recently!
Not shown but equally important is the tasty Cooking Menu which is a lot of work but steadily progresses to its nutritious completion! 🍳
As for things to find during explorations, we implemented some of the first destructible and interactive entities which will drop items. However, unlike in CrossCode, with some of them you will need to interact with from up close to get their precious contents!
As with #CrossCode, there is a lot to find and collect in the world of #ProjectTerra!
Like strange plants containing mysterious "essence" and trees that will share their fruits after a resolute hug. 🌳❤️
(Plant sounds are WIP)
— Henning (@GFluegel) January 11, 2024
On a related note, treasure chests have also been re-worked, though they still need proper graphics.
As for visual features, lights and props have been enhanced to better handle the various levels of brightness in the day & night cycle of our game.
We recently implemented some features to display props and lights depending on day/night time. Have a look at this beautiul garden at night!#ProjectTerra #gamedev #indiedev #pixelart #ドット絵 pic.twitter.com/lVgX44yk9c
— Thomas Fröse (@ThomasFroese) January 11, 2024
This sure does a lot to create a fitting night-time atmosphere, doesn’t it?
… Wait, “day & night cycle” I hear you ask? Yes, this will indeed be a feature in Project Terra. However, we can already tell you that it won’t be happening in real-time, to give control to the player and prevent time pressure.
Now let’s finally get into some content-related progress after all those features!
More work has been done on the NPC characters populating the settlements and offering their help and quests to our heroine!
We've spent a lot of time working on new characters recently! Just like in #CrossCode, there will be a lot of NPCs in #ProjectTerra to talk to, each with their own colorful portrait. No grayish faces this time!#gamedev #indiedev #pixelart #ドット絵 pic.twitter.com/9VIYqmng9G
— Felix / Lachsen (@lachsen) January 11, 2024
Other content progress includes but is not limited to more puzzles and polish for the first dungeon, as well as work on the next area, specifically mapping, fight & scene sketching and designing new enemies!
Well then, of course there is still a lot to be done, so we will use the energy from the recent holidays to push forward again. Game needs developing and our biggest priority now, with most features checked, is creating a “Vertical Slice” by filling up the first area with all the content you’d also expect in a finished game to get a representative impression of the overarching pace and feel of our game!
With that we will say goodbye for now and get back to work. Hoping for a happy and productive year of 2024!
Until next time!