Robothorium Devlog: New D.A and new exploration system
Hey everyone,
Are you ready for our first devlog article about Robothorium?
We will post right here all our next progression about the game, and if you want more and to participate to our open beta, come join us on or Discord: discord.gg/JtRywmm!
For those that don’t already know about our upcoming RPG, I invite you to read our presentation article right here: http://www.indiedb.com/games/robothorium/news/robothorium-synopsis-of-uprising
------------------------------------------------------------------------------------------------------------------------------------
The new Artistique Direction
Let’s go straight into the topic with the establishment of our new D.A. Indeed in the recent months we have reworked the visuals and animations of more or less everything that had been achieved so far. I’m not going to lie, it was a titan job. But hey, that's the goal of prototyping. We do tests, we take liberties and especially thanks to the many returns that we had during events and open betas weekends, we correct.
At the same time, we decided to completely review the fights visuals, to make them a little bit smoother, more polish and especially less broad. We also took the opportunity to rework the sets. We wanted to completely change the contrasts and brightness to have a darker and less melancholic world. In addition, to adapt to this new artistic direction, all the animations and FX have been completely revised.
The goal on the reskin of the robots was to give them more personality, so the players can see each robot as characters and not as an expandable tool for your uprising. In addition, this graphical up gives us the ability to change each element of armor more easily depending on the equipment chosen by the player with Anima 2D, our animation software by interpolation (Bones and mesh).
----------------------------------------------------------------------------------------------------------------------------------------
The exploration system
The other big part of these last months was to set up a much more advanced exploration system. Indeed, the system as it was thought at the beginning was much more simplistic. You moved from room to room on the map and you could only get inside those during fights or if you came across traps, as you can see here:
Our new goal here was to make the exploration much more visible, to see the stages and especially to add secondary elements to make immersion and of course interactive exploration.
So we’ve added many elements to interact with during your exploration such as drones or computers to hack, security systems and patrols to foil, secret passages, chests to find ... and so on.
------------------------------------------------------------------------------------------------------------------------------------
That's all for now. We will be back soon for sharing with you our progression on Robothorium.
Please share any questions, feedback or thoughts in the comments, we love to hear from you.
The Goblinz Team
Files
Get Robothorium
Robothorium
Robothorium is a futuristic turn-based, rogue-like RPG
Status | Released |
Author | Goblinz Studio |
Genre | Role Playing, Strategy |
Tags | 2D, JRPG, Pixel Art, Singleplayer, Tactical RPG, Turn-based, Unity |
More posts
- Robothorium is now out on Itch.io and Switch!!!Feb 01, 2019
- Robothorium: Painting processAug 10, 2018
- We've interviewed Bastien Locoge, the swiss army knife of Goblinz StudioAug 10, 2018
- Robothorium at Gamescom 2018 and release date announced!Aug 10, 2018
- Juggernaut: Concept Art evolutionFeb 10, 2018
- W.A.R: Basic armor levelsJan 28, 2018
- Soldier - Art evolutionJan 06, 2018
- Concepts of cars for RobothoriumDec 29, 2017
Leave a comment
Log in with itch.io to leave a comment.