Archive for the ‘Legends Untold’ Category

Devblog Update #66: Animal Rescue, Audio, and Gamepads!

Wishlist on Steam! The second mission on Mt. Eldur is complete! I don’t want to give too many spoilers, but let’s just say that Dragons can withstand heat better than baby “Moledillos”. I had to program a few new elements of gameplay that I definitely want to go back and add to previous levels to […]

Devblog Update #65: Rams, Owls, and a quest!

Wishlist on Steam! These last two weeks have involved a lot of content creation. Based on Cesar’s fantastic concept art, I was able to make some more creatures to inhabit Mt Eldur. I also have the visuals to the point where I can shift focus to gameplay more now! Planning and programming the first mission […]

Devblog Update #64: Weights, “Moledillos”, and Steam!

First off, launch is about 6 months away, so we finally got a Steam page set up! Wishlist if you want it! (https://store.steampowered.com/app/1919310/Jasper_Vice_Legends_Untold/) It feels crazy that it’s up there. I’m still not sure what the best way forward is in terms of pricing though. I like Itch.io’s way of having a “Suggested Price”, but […]

Devblog Update #62: Tutorials and cozy caves!

One of the things that we’ve gotten a fair bit of feedback on is the new player experience. They’re more or less dropped into the world, and left to figure out the controls for themselves. While that was somewhat intentional, the effect it’s had is making players leave the game in frustration sometimes, not knowing […]

Devblog Update #62: Options, Alicorns and Volcanoes!

Well it’s been a good two sprints to kick off 2022! There were some pretty significant improvements made in this last one.   First off, I added in Gamepad support, so those who want to play with joysticks can! Still figuring our the best mapping for the controls, but it’s all functional. Also, there is […]

Devblog Update #61: Starting the next level!

2022 has begun! Or, as some people like to put it, 2020 part 3. As a team we took a break over Christmas, to enjoy time with family, and get a fresh inspiration and perspective on the game that you can only get from stepping back for a bit. Snowstorms aside, things have been great! […]

Devblog Update #60(!!!): Releasing Demo #2!

60 devblogs… That’s 120 weeks, or 600 work-days that have gone into this game so far. That’s insane! Granted, it hasn’t been full-time, and we essentially re-booted the project when we switched to Unreal Engine last Summer. But still. Whew! It’s been quite a ride.   We’ve had team members join, and team members leave. […]

Devblog Update #59: Wrapping things up!

Crazy to think that we’re in December already! We’ve been working on Deilen Fel (Level 2 of this game) since June 7th, and it’s really come together well. The plan is to work on bugfixing and polish these next two weeks, and then on December 18th release an updated Demo including Deilen Fel!   In […]

Devblog Update #58: Colors and Tones

If last Devblog was all about flashy explosions, this one is more about ambiance. The Watcher chamber, and the Vault below it is meant to evoke a different feeling than the rest of Deilen Fel. Up above it has very greenish hues, and although its misty and muted, it’s not dark. Down below however, I […]

Devblog Update #57: Dodge the Beams!

This past sprint has been focused pretty much entirely on programming the Watcher. I finally have a design I’m running with for the gameplay/implementation, so now it’s just a matter of getting it done!   One of the big challenges I had to face was how to do the vfx for the beam itself. That […]