Update log
Full Overhours update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hey everyone! Welcome to our second devlog about the development of Overhours! Today we'll dive into the development of our current art style 🖌️🎨
Extracted changes
- Gameplay
- Store
- Server
Evolution of the Game's Artstyle🖼️
One of the main things our team wanted to achieve with Overhours was to inject a very different setting and visual style to a tower defense game. So, in initial concepts you'll see us testing out different environment designs, colour palettes and even straying away from classic TD enemy tropes (to which we eventually kind of went back to, don't fix what's not broken).
Eventually, the tone and style of the game evolved over time as we worked with various artists and writers who helped shape the game into what it looks like today. Although it looks pretty different (and darker) from the modernist/ post-modernism-inspired early concept art, it's a sweet spot for our team at this point in time!
Perhaps we'll save the brighter, more colourful palettes for another game 😉
Is Overhours 2D? Or 3D?⚙️
This is probably our most asked question, and the answer is..... both!
Overhours is a mix of 2D and 3D assets, a 'mixture' that we fine-tuned over many months to figure out what kind of limits we could push in order to achieve the style we wanted, in ways and methods that worked well for our tiny team. This was definitely not an easy R&D process, but you could say we had it coming, considering our main inspirations for the game are Hades and Orcs Must Die! lol.
📖 Read our previous devlogs:
Devlog #1: How We Started Making Overhours
Wishlist Overhours to Stay Updated
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If you have some aspects of our development that you're interested to know about, feel free to let us know and we can consider putting it in our next devlog!
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