A lot of players asked us for a map, so we started building one in a 3D way
Hello friends,
I hope you’re all doing well. Time is flying by so fast… I can’t believe summer is already here.
Recently, I went to the Kyoto indie game show, BitSummit, by myself and had the chance to introduce VELASTER to many players. I met so many different people there, watched them play the game, and received a lot of valuable feedback. We’re now carefully reflecting that feedback in development.
One thing many players have asked for is a map system.
VELASTER is a side-scrolling game, but unlike many traditional side-scrollers, the areas are not designed only for left-and-right movement. There are many places where players explore through depth as well, using the Z-axis, so creating a map that feels clear and useful has been a real challenge for us.
Since we’re a small team, we spent a lot of time thinking, testing, and doing R&D on how to make the map work properly. In the end, we decided to build it in a more three-dimensional way, so players can better understand the structure of each area.
Today, I’d like to share a work-in-progress version of the map system. It’s still about halfway through development, so there’s more to improve, but we wanted to show you what we’ve been working on.
We’ll keep doing our best to make VELASTER more fun and easier to explore.
Thank you always for your support, and I hope you all have a wonderful summer!