Slay the Spire
Steam News 2 October 20241y ago

The Neowsletter - October 2024

Happy spooky month everybody :) As fall descends upon us and I'm eating strange mushrooms found in the forest, we're still hard at work on Slay the Spire 2. This month, let's touch on the art direction and how we're pla…

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Full Slay the Spire update

The complete published notes, normalized for clean reading and source attribution.

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changedSlay the Spire 2 Dev UpdateNow that a lot of the tools for our trailer editor is complete, there's clean up happening for our core VFX.

Happy spooky month everybody :)

As fall descends upon us and I'm eating strange mushrooms found in the forest, we're still hard at work on Slay the Spire 2. This month, let's touch on the art direction and how we're planning on changing things up when working on our sequel. But first, a brief progress update.

Slay the Spire 2 Dev Update

September was a festive month as some of us got together to meet in Seattle, WA during PAX West. However, this meant that everyone got COVID so I'm not sure if that was worth it. Three of us work out of an office and we're moving offices. Only a mile away, but a move is a move.

Besides those drawbacks, we're still focused on getting core content into the game. Content like REDACTED and also REDACTED. There have also been significant changes to REDACTED. Interestingly enough, we implemented in-game patch notes so you'll be able to visit the archive of changes one day! All of our secrets and development pacing will be revealed.

Now that a lot of the tools for our trailer editor is complete, there's clean up happening for our core VFX.

On Aesthetics Driving Game Design

Last month we discussed why we're working on a sequel instead of adding on to Slay the Spire 1 and this week we're diving into the visual changes we're bringing in! While we hinted at this topic briefly in the past Neowsletter, let's look into what the problems were with the visual style. The first and most important one was that I'm (Casey) bad at art. Now, being bad at art doesn't necessarily mean bad at drawing or having poor taste. It's that I haven't spent enough time in my life to cleanly translate what I'm imagining onto paper. It's a frustrating experience trying to capture a “damned knight powered by demonic energy” as a sprite in a video game. In the end, I gave up on the Ironclad. That's correct–the Ironclad you see today in Slay the Spire 1 is a character I gave up working on.

Various ideas, poses, concepts, etc. Plus a bonus resting Ironclad shot!

After 3 - 4 weeks total of on and off ideating, drawing, redrawing, sketching, etc. I drew a character in a pose that I liked thinking it would give me better ideas. Those with a keen eye probably realized that the Ironclad has the same pose as Hakumen from the BlazBlue series. I found this character with a long thin blade with weighty attacks so cool (he's my main)! On top of this, the faceless nature of the character and this posture was really menacing. I sketched out a character that felt like it would fit in the world of Slay the Spire in this same pose. It was supposed to be a “This is the feeling I want! Hopefully an artist redraws this later.” but ended up being the final sprite so it felt a little unoriginal due to the pose :(. Still, I'm happy with the outfit and color scheme.

After I had a character with the right feel, now I had to animate it as well? This was daunting, as there was a lot of other work to do (like programming). Already frustrated with how much time was spent on the Ironclad, I decided he can just elbow strike the enemy.

In the end I didn't use this sprite. The irony...

The Silent's concept came to me much quicker. But

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Steam News / 2 October 2024

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