Devlog: Back from Montreal!

Airborne Empire

Build your sky city while exploring a vast landscape in this Open World RTS City Builder. Combining the methodical construction and management of a city builder; the unique lift, balance, and propulsion needed for a flying city; and the compelling characters, dangers, and adventures of an RPG!

No updates in the last couple of weeks, huh? Well we were busy! We all met up in lovely Montreal, Fred's homeland. At least once a year, all our full-time dev-team members get together and work from the same space. Unfortunately BJ couldn't join us this time, but our part-time QA fella AJ tagged along instead, since the drive wasn't too far for him! Here's all of us at work in Fred's living room: [img]{STEAM_CLAN_IMAGE}/44228604/0512e8bf2adbefa18b1ced4ddb9b0c04882bf58f.jpg[/img] What did we do? Well, plenty of playing the game! Up until now, Zach has been the main player on the team, but as more features come online, the more of us want to get our hands on it. We made some crucial balance changes, but mostly... we had fun with the game! Maybe this doesn't make sense to those not in game-dev, but the game isn't always fun to play -- and usually, not right-away, immediately after many features come online. And yet, this one is! I'm sure it helps that we're building a sequel, on top of features that are already enjoyable. But even the new stuff -- the exploration, the massive world, the dialogue, and the combat -- all feel cohesive already! Kudos to Zach for all his playtime and design efforts: we have something good right now! [img]{STEAM_CLAN_IMAGE}/44228604/6322403f64fef884aa0cc62f7df6fb6472de6395.jpg[/img] Fred got lots of insights into both what to change in the current features and why he should change them. We also discussed the features currently not implemented, like the Attack Hangar ability, and where those might be useful. Amanda and I also finally sat down and played with the world colors -- which involved changing a lot of our textures and materials and also tweaking the visual environments at various times of day. Here's a look at the latest; definitely not 100% final, but closer to what we want. Oh, and included in that screenshot is the new build bar I've now designed implemented in the game too! [img]{STEAM_CLAN_IMAGE}/44228604/08bbe6d3faccb0a0972e57da6dd8b3febf94c5d5.png[/img] Hope that's enough of a catch-up for now, to those eager for development updates. I'll get back to regular weekly ones next week!