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The denizens of Death’s Gambit will fight back if you attack them. Once a trust is broken it can never be regained.

It’s probably not the best of ideas to fight a weapon shop keeper. But hey, maybe you can get his awesome items.

Art Evolution - So this week we want to talk about the evolution of Death’s Gambit’s art style! Since we first revealed our game, we have been messing around with different ways to improve the art.
We want an art style that evokes a more modern feel as opposed to classic retro pixel.
Depth is hugely important in giving the game a sense of scale. We’re including a foreground (something that hasn’t been seen in our earlier shots), and creating backgrounds that blend into the skies.
We also agreed to flatten our colors to give it a sleeker look. Too much shading and detail can steer into the “retro” aesthetic which want to keep away from.
Finally we’re using lights to create more dramatic scenes within the game, giving each area a darker and mysterious atmosphere.
Hope you guys like the changes!

Art Evolution - So this week we want to talk about the evolution of Death’s Gambit’s art style! Since we first revealed our game, we have been messing around with different ways to improve the art.

  • We want an art style that evokes a more modern feel as opposed to classic retro pixel.
  • Depth is hugely important in giving the game a sense of scale. We’re including a foreground (something that hasn’t been seen in our earlier shots), and creating backgrounds that blend into the skies.
  • We also agreed to flatten our colors to give it a sleeker look. Too much shading and detail can steer into the “retro” aesthetic which want to keep away from.
  • Finally we’re using lights to create more dramatic scenes within the game, giving each area a darker and mysterious atmosphere.

Hope you guys like the changes!

We have been improving combat!
In the initial design of the game, the player only had guns and that was the extent of it. After finishing our vertical slice in June, we realized that to make the combat satisfying and complex, we needed to add more interesting ways to fight. We are working on melee weapons, abilities, and items. After adding a few prototype abilities/items, we realized that this quickly made the combat 20x more awesome. Every second of combat became a decision-making point. 

  • You currently can hold 2 weapons, 3 abilities, and 1 item.
  • Some abilities can only be used with certain weapons.
  • Abilities will have a set amount of “uses,” and once they are depleted, they can only be regained at a save point.
  • Many equipment items have effects that make you play the game differently.

We have also been working on the art style!
Our art style is still being iterated upon. Most of the Obsidian Valley needs to be revamped, and the character animations we implemented for the Indiecade build need to be reworked. We have been experimenting with lighting and restyling our assets to make it look modern rather than retro. It’s getting there! We’ll make a post dedicated to how our art style has evolved soon.

P.S. WE ARE CHANGING FORUMS SOON! =D We’ll make a post about it.