Friedrich:
After a re-evaluation of the next story chapter's quest line, I'm finally back on track, mostly. I'm writing new characters and quests, and while they're still pretty rough, I think I found the right direction going forward - especially with Jana's ideas for the last chapter it should all fit together. I plan to add some puzzle elements to the game that are a bit more than the usual button combination riddle, and already prepared some functionality for them. The final form is still TBD though. And there's now a debug menu that lets the tester teleport to each NPC in the current level - an addition that became important in the new level due to its verticality.
Jana and I also recorded a new dev diary, where we talk about the dither effect, additional localisations for the demo, and atmospheric soundscapes (which is why our voices are not always perfectly audible, oops).

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Jana:
I think we love trees, they play a role – at least a very visual one – in nearly all of our games. Why shouldn't a game set in a dungeon not have trees, too? Patrick already made some nice trees for the game and in my level (end content time!) there is an important one as well; it doesn't quite look like it yet. The long and short of it: I'm working on the final level, its new color code, a tree – oh, and on the Dark Dwarves living close to the area. Now excuse me for the boring screenshot that doesn't show anything interesting from the level nor its new color.


Patrick:
I continued to work on the huts a bit more. They are now all a little bit different from the outside and inside and I could really imagine to live there for some time.
The next big thing on my list is the giant fortress of the inhabitants of level 4. I made a lot of concepts and kinda all go a little bit in the direction of Mayan architecture or have some elements of it. Friedrich wanted a bit more brutalistic style so I still try to find a way between those two architecture styles. At the moment the walls are more like giant chalk stones that are crafted of one singe piece. The columns and balustrades will be similar to it, more big pieces instead of smaller pieces like in the previous levels, but I still want to incorporate some Mayan elements. That's next what I have to figure out with the texture and the 3D geometry.















