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Steam News18 June 20224y ago

Terra Maega Early Development Update 3

Hello hello! πŸ‘‹ Thanks for checking out the newest Early Dev update of Terra Maega!

Full notes

Full Terra Maega update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello hello! πŸ‘‹

What changed

0 fixes1 addition2 changes0 removals
  • Events
  • Gameplay
changedThis update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.
addedNew Move Animation for Umbra Shot
changedTo provide some much needed info during battle ( like if your opponent actually dodged your move 😳 ); The Battle Scene logic has been updated to display dynamic info text between actions:

Terra Maega changes

changedThis update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.
addedNew Move Animation for Umbra Shot
changedTo provide some much needed info during battle ( like if your opponent actually dodged your move 😳 ); The Battle Scene logic has been updated to display dynamic info text between actions:

Thanks for checking out the newest Early Dev update of Terra Maega!

This update covers the recent redesign of the game's promo art, and refactoring of the battle scene to allow for more dynamic animations / events.

Let's jump to it ✨

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Promo Art Redesign

A very important part of releasing a game, is simply getting word out that there is a game. If no one knows about it, who'll play it? That's why promo art is a must have for early development.

However, as a solo developer, a task like digital art/design is handled completely by myself (at least for now). And so the first attempt at making promo art.... honestly wasn't the best πŸ˜…

Here's a look at how I've redesigned the initial promo art in this round of updates to Terra Maega:

Battle Scene Opponent Floor Animations

Up to this point, your opponents during battle felt pretty drowned out by the animated background. Therefore, an animated floor has now been placed under your opponent to allow them to really stand out. The floor's design and color will update depending on the type of opponent you're facing, as well as their current Maega's element!

πŸ‘‰ Link to full update video πŸ‘ˆ

Battle Scene Stat Change Animations

In order to make status effects feel more impactful in battle; I've included statUp and statDown animations, displayed over a character when a stat change is applied:

πŸ‘‰ Link to full update video πŸ‘ˆ

New Move Animation for Umbra Shot

I've been working on updating the animations for the current moves presented in the game. The first one up on the chopping block is Umbra Shot β˜„οΈ

πŸ‘‰ Link to full update video πŸ‘ˆ

Battle Scene Action Text

To provide some much needed info during battle ( like if your opponent actually dodged your move 😳 ); The Battle Scene logic has been updated to display dynamic info text between actions:

πŸ‘‰ Link to full update video πŸ‘ˆ

Battle Scene Lighting

And finally, the Battle Scene has been completely restructured ( in terms of GameObject setup πŸ€“ ) to handle dynamic lighting. Now actually applying lights to different moves and characters is a different beast all together πŸ˜… But let's see if you can spot the difference:

πŸ‘‰ Link to full update video πŸ‘ˆ

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If you'd like to stay up to date with development news as it's made:

πŸŽ₯ I post trailers, videos, and devlogs on Youtube (Devlog 4 coming out ~ the end of June πŸ‘€)

🐧 Development updates, screenshots, and videos on Twitter

πŸ“· Game-art, and short game clips on Instagram

Thanks for reading up to this point πŸ˜ƒ

Until next time!

Source

Steam News / 18 June 2022

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