by Chris Baron
It’s been a bit of a while, but we want to say it was very much a good reason for the delay in updates, it means Lawson’s Shadow is progressing at a speed we want it to be! Today’s dev blog we will be going over a journey from PAX to current and we will share what has been happening behind the scenes here at Salty Studios.
“What a week!”
PAX Aus 2018 was again an amazing experience for us as a young team and fortunately yielded much better results. Firstly, we didn’t lose any gear on the way up, the change from desktops to laptops was very much for the better. The team that went up consisted of Chris (Project Manager), Ben (lead programmer), Brett (lead animator), Oliver (productions team member) and Grady (PR lackey).
Over three days we met with many returning fans, newcomers, and industry persons who made us feel welcomed and congratulated us on our progress over last year. The transition from top down to first person was met with an overwhelming amount of positivity and a lot of people felt it was the necessary change that the game needed. Returning players amazed us with words of kindness and support and new players gave us feedback and told us where we could improve.
“Recording sessions were a big win for the team as it was real proof of how far this project was going.”
Not only did we get to experience some great interactions with convention goers, we got to catch up with old friends and make some new ones. From amazing developers such as Tim Veletta of “Teleblast” to the dedicated team of Myriad Game Studios with their fantastic game “Where the Snow Settles”, this year’s indie showing was incredible, and a dedicated list will be needed for those who supported us and allowed us to feel welcomed.
We came home from PAX rejuvenated and invigorated; we quickly piled through the numerous feedback forms and player comments and structured a complete plan of action. A team meeting was called with the department leads and we quickly began working on our true vision of Lawson’s Shadow.
From a revamped camera system to the changing of interactable objects, many features in the game have had some overhauls thanks to fan feedback. You can read back in our first dev blog about those changes but really it is incredible how far the team has come. Grady and Chris have finalised the story to a point where world building is falling into place and even managed to have a recording day to get some placeholder voices in the game.
“Gone are the days of the flat models, here comes the rise of the new better models thanks to Damian and Stella.”
It’s the small things like this which from previous dev blog entries have shown just what is getting done to make sure this game really is what we believe it can be. Stella and Damian have worked hard revamping old assets to make sure they fit what we are after, Brett has been remodelling and re-rigging old models to get them working. New additions to the team have come aboard to offer help and assistance where needed, which allowed the team to focus on other aspects of the game.
Hopefully the next dev blog isn’t too far away, and we can share some more updates.
As always thank you for all your support.