Post news Report RSS Eidolon Awakened - Dev Log #5

The past few weeks were primarily focused on a major story rework, extending the overworld to provide better pacing and more Eidolon variety and other improvements to the feel of the game.

Posted by on

The past few weeks I've been working on the game's story. It desperately needed a second pass so after reworking the storyboard quite a bit, I've started remaking every story event from scratch. This process has been extremely time consuming, however the end result was definetely worth it. The world of Eidolon Awakened is starting to come to life.

New Overworld

In order to fit with the reworked story and to help with better pacing, certain areas in the overworld where extended and some even had completely new areas added. Generally every area in Eidolon Awakened has its own unique set of Eidolons for the player to discover, so one of the main reasons behind extending the overworld was to increase the amount of Eidolons available to the player early on, as well as provide a smoother leveling curve and improve the pacing of the story. Bellow you can find a screenshot of the current state of the Overworld, taken from Unity's editor:



For example, the Wasteland area has been divided into two different sections each with its own unique set of encounters. Although they use the same tileset each area has its own little unique features making it easier to identify with a glance. Here's a screenshot of the first Wasteland area:


For comparison, here's a picture of the second Wasteland area. Note that the environment generally contains more on dead/dying vegetation and a harsher climate compared to the first Wasteland area. This will eventually be used to transition into a Desert area.


Character in Battles

After getting the character customization system functional, I've decided to include the player character in the battle screen, as well as having the option to include enemy characters for certain encounters - especially when you're fighting another Summoner.


From Concept Art to Pixel Art

The following is concept art of a boss-only Eidolon, based on the Jorōgumo yokai. This is only the initial design of this Eidolon.


Finally the concept art was used to create the boss's sprite as seen below. The sprite has gone through quite a few alterations in its design.


Area Preview

A new preview window was added to the user interface while in the Overworld, its goal is to give the player a small preview of the area they're about to enter.



Thank you for taking the time to read this far. If you're interested in the game or wish to support this project please consider wishlisting the game on Steam.

Until next time.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: