[1] SIGNMAIDEN Monthly Update


Devlogs have not yet been published in English, and in 2 months they have accumulated 2 pieces. This is the first one, I’ll post the second one in a few days

A brief introduction Hi, I’m Otto and this is the first Signmaiden dev blog in the monthly series. I decided to share the development process, content updates and both current and future concepts with the audience.

It’s been a month since Makar (Signmaiden programmer) and I moved from Unity to Godot engine, so we’ve spent most of the time planning, flashing out documentation and early prototyping.

What is this all about Signmaiden — is a pixel NSFW metroidvania set in a fantasy world. Our main character is a novice priestess of the Temple of Sign named Alyssa. On her quest, she will need to fight the ancient evil that’s been awakened.

We are a team of two people at the moment, and our game is at the early prototype stage of development.

What happened in a month Technical stuff:

  1. Built the main menu structure based on mocaps;
  2. Added a new character controller that works on a state machine principle. It means that the player’s input switches the character’s state such as running, walking, slowing down and so on;

  1. Added target areas that switch the camera mode from following to a fixed position in the desired region, with smooth zoom and position switching;

  2. Redesigned item interaction system (such as chests and all sorts of switches). Now chest are dropping coins 🙂;

  3. Created a basic HUD and a functional coin counter;

  4. Added the fully functional pause when ESC is pressed.

Visuals

  1. Updated and created from scratch more than 90 character model frames;

  1. Added new animations for some basic enemies: idle, player spotted, attack, tacking damage and other;

  1. Three new chest designs, one fully animated;

  1. Created and animated 9 types of coins for chests;

  1. A handful of pots for you to crush;

  1. Some minor graphical updates across the board.

What’s next

The development has been divided into several key stages, based on the priority and interconnection with other elements. We will dedicate the next month to polishing of the existing mechanics along with the implementation of new ones, such as: economy, health, mana and most importantly combat. We need to draw and animate a lot of character templates for the combat system, and build a test level on top of that.

This is the end of the first monthly update, and we would like to say a huge thank you to everyone who is supporting the future release of Signmaiden!

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