August Development Blog


Man oh man, August sure was a crazy time for Elewder! If you have not already checked out the v0.0.8 build aka Coin and Key, go do that now as I will be covering our adventure from that point onward in better detail here!

Better fitting underwear...
If you are unaware of the development cycle for video games I wouldn’t fault you, it is a process that few actually get to see, and even some indie developers care little to do correctly, so while our bois were hard at development (this I will go into details later) myself along with our lead modeler took several days to develop a new look for the game’s promotional materials.

As you can see the older look for our big bad boss gal, the succubus, has come a long way! While the model (the fleshy parts) has not changed much, her head, facial expressions, and naturally her outfit changed drastically. Along with this, we have spent several months perfecting the shader within Elewder itself, and you can see that clearly in the updated image.

Math is a tough mistress…
The next build is sure to blow some minds when it drops for a simple reason. We now have a functional weapon/spell system built into Elewder! What does this mean exactly? Well, our talented game developers slaved over a hot keyboard to bring some much-needed diversity to engagements within Elewder. The code behind this new system is quite unique, each projectile (only projectiles for now) fired from the player character can be customized to make a new spell. The elements that can be modified are as follows:

  • Base Fire Rate
  • Spawn Angle
  • Projectile Amount
  • Delay Between Projectiles
  • Burst Wave
  • Burst Delay
  • Use Burst Offset
  • Base Damage
  • Range

 

 Along with the math side of things, we can create new projectiles and effects that are attached to each one. Each of these settings comes together to make a brand new projectile spell we can use. 

Why can’t I hold all these spells?...
Along with the new projectile system we have thrown in a spell inventory of sorts… Currently, the player can hold two active spells in the game, and they are pinned to the Left and Right mouse buttons. Finding a new spell in the game you will be able to equip it to either button allowing for unique combinations of spell configurations. Currently, you just hit Q or E for Left or Right mouse layouts and it will drop the old spell on the ground to replace it.

 

 In the full game we will have a lot of different spell types, defense spells, major spells (slow time, player healing, etc), sex spells, runes (hold them to modify spells more at the cost of a second spell), etc. All of this will naturally be in testing but we are confident in our design decisions here.

Now you’re thinking with portals!...
I have had a love-hate relationship with our portals in Elewder since we started the project. To me, they have always needed more love, more TLC. This month we managed to find time to not only build a new model but build in two variations of portals just for the purpose of telling a story to the player about where he came from and where he needs to go!

Not much else to say here other than, I love the new look, and I hope you all love it as well!

Big Bad Bosses…
This next update isn’t really something that was particularly needed, but going that extra mile, that extra step to fully immerse the player in the world of Elewder is important. A new feature was born, and a new fetish? Maybe, I dunno. Bosses will now retain their correct sizes during finishers! No longer will they “magically” shrink down. Bosses will forever be big and beautiful!

That is it for this month, I hope you all enjoyed a closer look into Elewders development for the month of August 2021. Stay tuned for v0.0.9 which should be dropping very soon!

Stay moist! Kinky

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Comments

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(+1)

more and more im really interested in the final version

Glad to have you invested!