Devlog #1 - First playtest, post processing and such


Hello there!

Time to start this show. Today I ran my very first session "Friends and Family First Impressions playtests". More of those will come in the near future and hopefully soon after that some kind of a more public launch. A lot of the actual work I put in today is not really visible stuff. Mostly polish, tweaks, bugfixes and such. Including, but not limited to:

- Tweaks to the level geometry and navigation mesh

- Hud item visibility issues

- Balancing of different units, enemy wave progress and resource accumulation

- Messages when your units either get killed or promoted

I've also worked on materials for the next round of playtests. In its current test the game doesn't have an ingame tutorial so the onboarding needs to happen in some other form. I will most likely include some kind of a in game tutorial before "open beta" launch, but this will be a great first step for iterating that process. At least I have a very good idea already of the things I need to communicate to the player and how I will approach it.

Maybe the most obvious visual change done today was the implementation of new post processing effects. See, last time I really worked with Unity, the render pipeline I used supported "Post Processing Stack V2". Turns out that's not the case anymore, so I had to learn this whole new toolset. Fortunately it was quite easy to get started with - it works mostly similarly to what we had previously - so I was able to already put something up!

I'm afraid my velocity with this project will take some hit in the coming weeks... I will be back to my daily work on Monday onwards after all. However, I try my best to keep you up to date as much as I can!

Have a great weekend everyone!



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