Beacon of Neyda Dev Diary #3


It’s almost the end of the year and maybe this new dev diary is a bit late but it’s going to have to count for two. Christian here again with news about Beacon of Neyda.


 



“Best Art”


For a few months we have a pre alpha build of the game that we use to participate in events and thanks to the wonderful work of our artist Franco alias “Pelado” and the small team that we have in general we have won two awards so far. Something that makes us very happy because if we achieved that with a job in pre alpha, can you imagine what we could achieve with a final version?

Having said all this, we currently have a new pre alpha version which will be receiving adjustments and maybe you can see it in an event in which we participate or in a closed test that we organize (Follow us on our Discord community to find out about it). For now we do not have any candidate versions for a public demo and it is something that we will only think about during 2023.

 



Development status


As I mentioned before, we have a new playable pre alpha version. With a simplified exploration underground, the integration of general and individual upgrades.
For example one of the problems that we detected is that games with this “2D defense style” is that you have the main character that moves from one corner of the map to the other several times and the movement is slow and tedious when expanding your domains a lot. Therefore, one of the first upgrades that you have access to is about movement, allowing you to move much faster through your domains and it is not the only one, future upgrades will focus on the movement of exploration outside your domains, making it a more dynamic game.

Being in such an early stage of development of the game we have been integrating support for multiple languages, because yes, we have already integrated a simple dialogue system in the game since we want that when expanding the game it is an element with which we already have as base and not have to integrate it at the last minute.

The “Beacon of Neyda universe” is growing every day and we want to give interesting lore to whoever is looking for it and great gameplay to whoever just wants to play.

 



What will happen during Christmas and New Year?


We have been working on this project and others throughout the year and the team deserve a break for the great work they have done, we still haven’t gotten full funding for Beacon of Neyda so we have only been working part time on the project “best case scenario”.

Therefore we will take a few weeks off, that doesn’t mean that our social networks will not be active but at least until next year there will be no big news (which could be… I can’t say anything else)

We hope 2023 will be a great year for Beacon of Neyda and our team. We hope you have a happy holiday and see you next year!


JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.

Beacon of Neyda Dev Diary #2

Hi again! Christian here and I have a few things for you today. First a state of how the development of the game comes along and second our new enemy.

 



Development Status


We are still working on a demo that will showcase all the gameplay and early game elements. Being a game with a focus on strategy it is difficult to reduce all aspects of the design to create a reduced experience for the demo when in reality we are looking to create a game with an extended duration. But we have made it.

We are currently making final adjustments before doing some closed testing (You may have a chance to participate if you are in our Discord community), if the feedback is good, we will adapt the demo for a possible Steam release of the demo… but I can’t share any date for the moment.

 



A new threat arises


We have defined several enemy roles and so far we only had two enemies implemented in the demo that did not differ much, just one had a little more life and attack power. We needed to give a little more variety in the demo by generating new hazards. So a new enemy was born. Known internally as “el patas” or “the legs” in English.

A distinctive enemy that has a mid-range attack with a lot of damage power but doesn’t have as much health. Which makes him an enemy to prioritize if he can be found alone.

As you will see in the first image we had many sketches and proposals from our artist and we reached a point where we are all happy with the new enemy.

 

Here is the new enemy for the demo and that’s all for this month


JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.

Beacon of Neyda Dev Diary #1

Hey all! My name is Christian and I run the Ghost Creative team. This is our first dev diary for Beacon of Neyda where we want to share a bit more about the history of the game its beginning and future plans we have for its development.

 

 

 

A brief history of inspiration

 

In the search for our next project our artist presented us with some concepts in pixel art, a hooded character and some half-destroyed robots, that was enough to start exploring ideas… a distant world, destroyed, devastated, deserts in the style of Dune or an environment like Mad Max. Maybe the robots won? something like the original Terminator and the technology, modern or futuristic? a rare mix between modern futurism?.

Beacon of Neyda has inspiration from multiple sources trying to achieve its own and differentiated style in a post-apocalyptic context. Which is not something so easy to achieve but we are very happy with the style we managed to achieve and the future plans we have for this game in development.

 

 

 

Development Status

 

We are currently moving to a demo version where we want to show part of the narrative of the game’s story leading to a small tutorial to understand the basics of the gameplay and show some underground places that can be explored.

We already have a small pre alpha build which shows the core gameplay with which we have done closed tests and we have received very good feedback but we want to have a complete demo ready to be able to show the totality of what we seek to create.

If you have played games from the Kingdom saga you will understand part of the core gameplay but you will begin to notice the differences in our construction system and in our exploration, which at times partially changes the security of our base for loneliness and the insecurity of underground exploration.

 

 

 

Future plans

Our future plans are simple, finish our demo, look for funding again (yeah currently the game doesn’t have stable funding, we are developing it slowly for that reason) and when the time comes to release the demo on Steam to get feedback from a wider public and if possible to be able to work full time on this game that has captivated us in a very short time.

 

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.
 

DevBlog 02 “Many roads and detours”

As time passes, more than a month ago it was our last update, now in this new DevBlog, I’ll tell you a little work experience and adaptation.
As with any project, it is easy to imagined, and although we knew which was our goal, during the planning and implementation, were opened different paths before us, one of them led to this future mobile game.

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