from the development team
Update time woo! Remember when these were weekly, boy that was rough. Anyway, it’s been a while so let’s jump right into it!
The main focus of the past month has been “menus” (edit: again). Why? Because everything was using the old method and we had to move everything over to the new design. So, you can see below what those changes have produced.
Nothing overly fancy just bringing things more in line with the design we have settled on. Dr Pearce would be happy with these changes. The menus now flow and getting into a game is even quicker. We are still looking at options around menu selection and determining map layouts.
“Things are a little bit cleaner now“
One of the other big changes was to the “How to Play” screens. The previous ones we had designed was very clunky and required a lot of player input. We took some design inspirations from multiplayer games such as Mario Party and 51 Worldwide Games.
So like basically Nintendo games, yeah.
But it has made the user experience so much better and from initial runs and playtests, we have been really happy with the feedback so far. There are some more changes we want to make but for now, the main goal of having the game readable and understandable is complete.
“The old how to play screens were a mess, now it’s just a simple carousel type design“
So what is there left to do? Well, the past couple of months we have focused on Shape Move and Shape Rush to get them to what we believe is launch-ready. They are about 95% complete with Shape Battle and Shape Fly to get the same treatment as we countdown.
We chose Move and Rush due to them requiring the most tweaks so we are hoping the other two games come together smoothly as we move to audio and other back end fixes.
“Don’t forget to wishlist ShapeVS on Steam“
So that wraps up the past month, the reason we are so delayed with these updates are cause we are spending so much time making the game. We will back soon hopefully with a few more updates then the big reveal of the launch.
Cheers!