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Steam News2 August 20223y ago

Devlog #1

Hey all! It’s been quite some time since we last updated you properly about the development process, so we wanted to share what we’ve been up to!

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Full Gripper update

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Hey all!

What changed

0 fixes2 additions4 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
changedIt’s been quite some time since we last updated you properly about the development process, so we wanted to share what we’ve been up to!
changedA lot has happened since our last update post. In there we mentioned how we have updated the game’s graphics, as well as make the controls smoother and more enjoyable to play. Firstly I wanted to say thank you to everyone who played our first demo Gripper: Prologue (yes, first - something exciting is coming!👀). It gave insightful feedback which has changed the game for the better! Secondly, the aesthetic and overall look of the game has changed dramatically since the idea of Gripper was born 5 years ago, and to this day the team is still working on updating models to make sure the game looks as good as it can.
changedLast month we shared on our socials an updated model of the bike that the art team have been working on - follow us over on Twitter if you want to see more behind the scenes content! https://twitter.com/Gripper_action
addedThere has been lots of advancement within the game’s design with the team looking at the combat. Discussions around overall difficulty and skill of the game have taken place, along with tweaking individual bosses. We’ve had in-house play testing happening to see what’s working and what isn’t, and have made adjustments in game based on this information. Controls, abilities and bosses have also been adjusted or added into the game, and are being completed in good time.
changedThe art department has made massive headway, working with both the game designers and marketing team to create different content. Concept art for later maps in the game, including battle arenas and tunnel maps that link areas, have been completed. They’ve been hard at work bringing these concepts to life with models, animations and in-game assets.
addedThere have also been updates to maps and models, making sure the art direction is consistent and the models, such as our main protagonist and bike, look as good as possible. New menus are being created, such as where you’ll see your abilities, with UX and UI work happening on the main hud. We want to make sure everything on screen is readable and translates well to the player whilst they’re playing the game. With new promotional material being created for Gamescom, cutscene artwork has taken a backseat for now, but we can’t wait to get back to it and flesh out the narrative!

It’s been quite some time since we last updated you properly about the development process, so we wanted to share what we’ve been up to!

What’s included in Devlog #1:

  • General update of Gripper’s development

  • Summary of what's been worked on the past few months

A lot has happened since our last update post. In there we mentioned how we have updated the game’s graphics, as well as make the controls smoother and more enjoyable to play. Firstly I wanted to say thank you to everyone who played our first demo Gripper: Prologue (yes, first - something exciting is coming!👀). It gave insightful feedback which has changed the game for the better! Secondly, the aesthetic and overall look of the game has changed dramatically since the idea of Gripper was born 5 years ago, and to this day the team is still working on updating models to make sure the game looks as good as it can.

Last month we shared on our socials an updated model of the bike that the art team have been working on - follow us over on Twitter if you want to see more behind the scenes content! https://twitter.com/Gripper_action

Gripper’s Development

The whole team has been super busy over the last few months making as much progress as possible, here’s a quick peek into some of the work that’s been completed!

There has been lots of advancement within the game’s design with the team looking at the combat. Discussions around overall difficulty and skill of the game have taken place, along with tweaking individual bosses. We’ve had in-house play testing happening to see what’s working and what isn’t, and have made adjustments in game based on this information. Controls, abilities and bosses have also been adjusted or added into the game, and are being completed in good time.

The art department has made massive headway, working with both the game designers and marketing team to create different content. Concept art for later maps in the game, including battle arenas and tunnel maps that link areas, have been completed. They’ve been hard at work bringing these concepts to life with models, animations and in-game assets.

There have also been updates to maps and models, making sure the art direction is consistent and the models, such as our main protagonist and bike, look as good as possible. New menus are being created, such as where you’ll see your abilities, with UX and UI work happening on the main hud. We want to make sure everything on screen is readable and translates well to the player whilst they’re playing the game. With new promotional material being created for Gamescom, cutscene artwork has taken a backseat for now, but we can’t wait to get back to it and flesh out the narrative!

Here's some in-development sneak peaks:

We have a busy month ahead of us making sure we’re all ready for our appearance at the Indie Arena Booth at Gamescom, so make sure you check back in with our future updates - especially as we get closer to release!

See you then!

Source

Steam News / 2 August 2022

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