University has really kicked off now – more work will be added to my portfolio soon. Dissertation posts to come too – I expect they’ll really begin to pick up momentum through December and into January.
I haven’t had nearly as much time as I’d hoped to work on Hero Time, and am starting to consider pushing the target back to January for the sake of a polished release – I’ll still be aiming to get a ‘finished’, working build together by the end of the year, then January will be spent polishing, play-testing, optimizing and marketing (and probably audio / music too). Currently I’m trying to get the beast known as level design out of the way, whilst also trying to work out the general aesthetic of the game. I’d like to rethink the colour palette too – this one is beginning to feel inappropriate, I think it was some left over love for MirrorMoon EP.
Here’s a screenshot of one of my current stages for level design / scene design / aesthetic development. It’s probably a pretty inefficient way of working, but I’m learning eh? I’m still feeling confident about this game, despite feeling much less naïve to the challenge.