DEVBLOG 24

We’re Back From GDC!

Attending GDC in San Francisco and touring around northern California with the team was a fantastic journey.
We have made new friends, learned a whole lot and gotten a ton of inspiration to make Dreadmire the best game it can be.
We are back to full speed on Dreadmire and we have a ton of new things to share with you in the weeks to come.

join our discord channel

JESPER BRUN HALFTER:
GAME DESIGNER

If you want to get involved and wish to chat with us about Dreadmire we encourage you to join our Discord channel. All of us on the team are happy to answer questions and share news about the game with you.

We aim to include the community in our development and release alpha builds for you to download and play in the future. Your feedback matters a lot to us.

https://discord.gg/8Gz47WN

colored Weapons

MARK SKOVRUP:
3D MODELLING

This week, I have been painting the textures for the Crusader’s weapons. These are one handed swords, and are used with a shield in the other hand.

Corruption

JESPER BRUN HALFTER:
GAME DESIGNER

Corruption thrives in the realms of Dreadmire and feeds off of the souls of those who have been sent there by the god of death.

It is the dark force standing in the way of your heroes’ progress.
The moment your heroes approach, the sources will begin to spread corruption rapidly throughout and summon hostile beings with the one goal of bringing your heroes to their knees, and consume their souls.

Destroy the corruption sources
Every dungeon chamber contains corruption sources that disrupt the arcane portals leading to the next chambers in the realm. Your heroes must destroy every corruption source in the chamber in order proceed.

A race against time
If you linger for too long, the corruption will grow to cover the entire chamber. By then, destroying the sources will become insurmountable.

You must be decisive and act swiftly.

Shrines

JESPER BRUN HALFTER:
GAME DESIGNER

Ancient shrines once used by the dead to pray are scattered across the corrupted realms of Dreadmire. To your heroes, these shrines are blessing beacons of hope.

Whenever a hero use a shrine, their faith in you will be strengthened.

Rewards

JESPER BRUN HALFTER:
GAME DESIGNER

In this twisted game between you and the god of death, having the heroes retain faith will grant you the ability to bless them with new abilities, tools, items and equipment. This will increase their chances of survival in their continued journey through Dreadmire.

The more shrines your heroes use on their path, the more you will be able to help them become stronger from chamber to chamber.

Souls & Judgement

JESPER BRUN HALFTER:
GAME DESIGNER

The god of death is the keeper of souls within the realms of Dreadmire and has no interest in souls being anything other than kept in Dreadmire for all eternity. However, you have the ability to set free the souls encountered along the journey of your heroes.

Once the journey has concluded at your heroes’ victory or death, the souls freed will benefit you in judgement.

Judgement takes place after the conclusion of the journey and depending on the amount of souls freed within Dreadmire, you will be granted items, equipment, and abilities that will aid your future heroes.

The heretic and the CORRUPTION

KRISTIAN GRIMM:
3D MODELLING

This week I continued working on the armor tiers for the Heretic class. I’ve also been working on a number of corruption props for our level generation. The idea is that the cathedral environment in which you start, is slowly being infested with the corruptive influence of the underworld. This manifests with fungus-like growths that spread throughout the levels.

The Heretic:

The Corruption:

A place for the dead

EMIL LEISNER:
CG GENERALIST INTERN

Recently I’ve been working on a variety of tomb type tile-sets as well as an angel statue and a skull crossbow for our range of ranged weapons (no pun intended).

Crossbrows

ALEXANDRA SANDBÆK:
CG GENERALIST INTERN

Bringing these crossbows to 3D life was a blast! 10/10 would do it again!

Tidy projects and dark music!

FREDERIK KEGLBERG AND MIKKEL DUNKERLEY:
SOUND DESIGN

This week in the sound department, Mikkel and I have been working on a lot of different things. I came home with renewed energy after 5 days of GDC and exciting audio talks.
I’ve been trying to make more ambient music, especially for the darker realms of Dreadmire. Mikkel worked on some killer camp-site music and battle tracks.
Besides that we cleaned up our FMOD project! It’s a good idea to do once in a while, to keep the project tidy, and get rid of the old and obsolete stuff.

 

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