It’s been some time since our last post in the site. Things backstage, however, have been quite active; We’d like to thank everyone for the continued patience and support, and for sticking with us through the pre-production stage of the game.
This post serves two purposes. First, to assure everyone that we’re still alive, and the game project is also alive and kicking. Work has been done, engines have been learned, characters have started to be implemented in placeholder form to help with that learning, and the character design aspects have progressed as well, (Have we mentioned that Lauren is narfin’ awesome yet?).
Some of the technical things we have been working on are intended to adapt the Z-Engine art & programming pipelines to our own methods of doing things, as well as building tools to make this process easier; Foremost in these new set of tools at our disposal is a new hitbox editor. As Mike Z and LabZero can tell you (and you can see in their work streams), they have been working so far with a paint-program-made-hitbox-editor, assembled out of necessity and perhaps not quite the best tool for the job. Our programmers -Beta and Kenneth- have then been working on creating a different hitbox editor for use with the Z-Engine, automating some of the process and making the designers’ lives a bit easier.