It’s the first Rogue Fortune dev log, updating on all the gold we’ve made on this month’s development run. Grab your sword and relic board, and let’s go!
If you prefer to watch than read, our video log can be found right here:
Much of our time in pre-production has been spent on designing the interior cells of the Well of Eternal Riches, but in August we started designing the exterior encampment where each desperate hopeful comes to cast themselves into the temple below.
Our 3D and VFX artists have been hard at work building out this desolate scene, and we hope to make even more progress in September.
We haven’t actually named this area yet, so what would you call it?
After the opening cutscene diving down the Well, players will land in the vestibule - which we’ve also been feeling out the last week or so.
We’ve been pretty inspired by the feel of the Basilica Cistern, so it’s been a fun challenge capturing the feel of light, dark and architecture versus decay - and our level artist Hessa has been working absolute magic here, so we’re gonna let her cook a little while longer.
For a roguelite, you’re going to be seeing the death screen a lot - which our UI team have been perfecting all month.
This screen in particular has gone through many iterations, as in some ways it’s the biggest tone setter for all our UI, but we’re very happy with how striking it’s become. It's still not quite final yet, so expect to see even more fine tuning in the coming weeks.
We also started exploring a stronger visual flow for how your Relics and inventory function, but we’ll elaborate more on that when it’s time!
Lastly, we’re welcoming a new crystallized flying enemy variant for more difficult floors, with Fran currently on 3D sculpting stages for its geode skull decor. Our fire variants are also on the way, but their direction is taking a little more iteration before we can really bring the heat.
We’ll definitely be doing a monster showcase of all our enemies in the future, so keep your floating eyes peeled for that!
Just a small thing creeping in at the end of the month, don't even worry about it...
As is customary for Glowmade, and indeed all Guildford developers, we celebrated with a modest trip to the pub right across from the studio. We even had Cashew there to support / steal our chips 🐕🍟
Thank you for the love you've shown across socials and in our Discord, adventurers - it's been a really exciting week for us, and we hope to update on many many more!
Let us know what kind of updates you'd like to see as we move forward through development, and we'll see you in October for September's devlog. Oh, and...
Team Glowmade