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Steam News2 August 20223y ago

Terra Maega Early Development Update 4

Hey there πŸ™‚ Thanks for taking an interest in Terra Maega. There have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and ne

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Full Terra Maega update

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Repeated intro

Hey there πŸ™‚

What changed

1 fix6 additions2 changes0 removals
  • Performance
  • Gameplay
  • UI and audio
addedThere have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and new dialogue designs!
addedColorful New Look
addedNPC Dialogues have taken a noticeable change. As much as I'd like to say my portrait art has been improving, it's still quite an ordeal getting down just 1 or 2 detailed portraits πŸ˜“. With multiple dozens of npcs planned for the game, and the possibility of further polishing / dialogue expressions added in later, it seemed like I had to remake the dialogue design to be more scalable.
addedCheck out my solution with this sleek new design; instead of using the old detailed portraits, I've adapted dialogues to reuse the npc's battle sprites if available πŸ’β€β™€οΈ:
addedButtons have been added in the battle scene to keep track of current stat changes, and status moves used πŸ“ˆ
addedEarlier on in development, I've experimented with various designs for the backgrounds used in battle. I eventually decided to incorporate the psychedelic Earthbound aesthetic to the visual design of the background, and now have a process created of making my own custom backgrounds similar to this style:

Terra Maega changes

addedThere have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and new dialogue designs!
addedColorful New Look
addedNPC Dialogues have taken a noticeable change. As much as I'd like to say my portrait art has been improving, it's still quite an ordeal getting down just 1 or 2 detailed portraits πŸ˜“. With multiple dozens of npcs planned for the game, and the possibility of further polishing / dialogue expressions added in later, it seemed like I had to remake the dialogue design to be more scalable.
addedCheck out my solution with this sleek new design; instead of using the old detailed portraits, I've adapted dialogues to reuse the npc's battle sprites if available πŸ’β€β™€οΈ:
addedButtons have been added in the battle scene to keep track of current stat changes, and status moves used πŸ“ˆ

Thanks for taking an interest in Terra Maega.

There have been quite a large number of updates made to the game, including: an updated new palette, battle moves, character customization optimizations, and new dialogue designs!

I'll drop in the 2 most recent devlogs, covering these updates, right below this section to give a visual overview of the changes. No worries they're short and sweet πŸ˜‰

Let's a go πŸƒ

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Devlog Overview

Since the last early dev update, I've actually created enough content to cover 2 whole devlogs πŸ˜…

Timing plays a huge role here. Updates discussed in the last early dev announcement came right before releasing the previous devlog. If you'd like a more direct visual overview ~ feel free to check those out below:

Colorful New Look

The world of Terra Maega has adopted a dramatic change in color 🎨 To embrace a more fantasy-like aesthetic, and help the game better stand out, I repainted the pixelart with a more expressive custom color palette:

πŸ‘‰ Link to full update video πŸ‘ˆ

Big Dialogue Changes

NPC Dialogues have taken a noticeable change. As much as I'd like to say my portrait art has been improving, it's still quite an ordeal getting down just 1 or 2 detailed portraits πŸ˜“. With multiple dozens of npcs planned for the game, and the possibility of further polishing / dialogue expressions added in later, it seemed like I had to remake the dialogue design to be more scalable.

Check out my solution with this sleek new design; instead of using the old detailed portraits, I've adapted dialogues to reuse the npc's battle sprites if available πŸ’β€β™€οΈ:

πŸ‘‰ Link to full update video πŸ‘ˆ

Battle Stat Tracking

Buttons have been added in the battle scene to keep track of current stat changes, and status moves used πŸ“ˆ

πŸ‘‰ Link to full update video πŸ‘ˆ

Custom Battle Backgrounds

Earlier on in development, I've experimented with various designs for the backgrounds used in battle. I eventually decided to incorporate the psychedelic Earthbound aesthetic to the visual design of the background, and now have a process created of making my own custom backgrounds similar to this style:

Lightning Animation Update

Updated look for the Battle Move, Lightning, incorporating my newer style of pixelart and lighting. This was actually the first move I designed for the game when I made the concept, great to see some improvement here :

πŸ‘‰ Link to full update video πŸ‘ˆ

Improved Character Customization

The first implementation of character creation included a pool of all possible choices you can choose from, hidden from view, and rendered / animated when applicable. Now, since these assets are rather small, the thousands upon thousands of assets used to implement this didn't actually take up much space. But it was a development nightmare πŸ˜…

Imagine thousands of sprites, animations, and animation trees needed for just one outfit haha. Not only that, there seemed to be a slight performance hit when toggling on and off different sprites for different options. So! This needed to be fixed, and I now decided to add addtional layers to the outfit (invisible to the user ofcourse) to keep some colors constant, BUT - every clothing option is now initially presented in grey - with the addition of color added on player choice! No more toggling between sprites, reuse the same clothing / body-parts, just recolor πŸ•Ί:

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

🐧 Development updates, screenshots, and videos on Twitter

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

Thanks for the support ❀️️

Until next time!

Source

Steam News / 2 August 2022

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