Here is our weekly update on the development of On Rusty Trails.
Stamm had to halt production for a little, because we were having a sale of all our games and the eComic on all available platforms. When something like this is going on, we have to prepare some stuff, like assets for the stores. This means, we give them banners, icons and so on. For this special sale, we had our own landing page on the website as well. Next are two assets for the sale. The first one is a Steam “capsule”, appearing as a section on the store page. The other ones is our Twitter banner. You can see all our projects featured in the sale.
For On Rusty Trails he was working on assets for the part of the world, we call “Machine”. It is a stage with various sub-levels in it, in the later stages of the game. The following is a texture, like we had on Update #1. It can be wrapped around an imaginary cube and go into the game.
A rendered, in-game machine asset looks like this:
Over at Mr. Tobi’s game design workbench we have more testing of game and boss mechanics. He is testing his butt off, to see, how existing levels might have to be rearranged to balance out the game experience. After that, he prototypes various boss fights and places them in the game for a test flight. This is a fast-paced fight for the “Factory” stage. As always, this might not make it into the game in this exact form:
Tobi always contributes some live work-in-progress shots, which is a nice way to look over his shoulder. This picture shows him drawing on the story board for On Rusty Trails:
Wrapping up for this week! Check back next week, for more content and feel free to comment on our blog, visit our social media and share with your friends!