With September winding down I reach the end of another month-long sprint. This sprint was codenamed "Gladiator" and was heavily focused on tweaking and playtesting the combat within Electric Noir.
In case you haven't seen it already, the first video dev log for Electric Noir is up on my YouTube channel. It covers how Electric Noir got started, all the prototypes I worked through and the currents state of the game. Give it a watch and let me know what you think in the comments.
I’ve been spending my time the past few weeks cleaning up various parts of the enemy code in Electric Noir. The feedback from the alpha made it clear that the enemies – though basically functional – needed a lot of improvement.
The first look at the new main menu for Electric Noir! It shows off the city, some of the weather as well as the “Rise” (slang for high rise) that the player lives in – and where the game gets its name from :).
It’s been a few weeks since the first alpha release and I’ve been wanting to post an update on how the release went, the feedback I’ve gotten so far as well as plans for Alpha 2.
I’ve been working on this game, Electric Noir, part-time for about 6 months now and it’s finally in a spot where I can get some constructive feedback on a few of the core systems. This version here contains a single area of the game built to show off some of the games narrative and combat systems.