Hi everyone! This is the first Developer Update for RIVALS OF AETHER. After announcing the game earlier this month, we would like to update you all on our current progress. We hope to continue doing regular Developer Updates here at this blog with what we have changed and what you can expect next!
The first big change to the game is based on feedback that we received on YouTube and forums after posting our announcement trailer. In a multiplayer Zetterburn match, people noticed that the fire was very difficult to track because all Zetterburns had the same fire colors. We initially designed this to keep the fire intact and make it consistent across all his color options. However, one of the main reasons for our current art style is that we favor readability in gameplay. After realizing that the fire was a major point where we had poor readability, we decided to change it on all of Zetterburn’s colors.
This change affects everything with Zetterburn’s fire – the grounded fire, the projectile, the burn effect that Zetterburn inflicts on opponents and even the burn consume effect when he lands a strong attack. We think this change makes two Zetterburns and their attacks easier to spot in a multiplayer match!
Along with the updated fire, you might notice a bit of a glow on the bottom of the stage; we will continue to work on sprucing up the background visuals throughout the development process. And while these images don’t show it, flashygoodness has also been hard at work making improvements to the sound effects. We are both working on the menu experience, and although we aren’t ready to reveal it just yet, you can be sure that it’s designed to be fast and easy to jump right into.
Finally, I am currently fleshing out the third character, and we are very excited to see how this rival will fare against the likes of Zetterburn and Orcane. I won’t give any spoilers but I think this character will be fighting with a bit more than a wing and prayer ;).
Check back in August for more updates!