I'm back from Pax South this year and that means that I'll be able to post a link to the newest demo build for Six Aspects! There's so much new stuff that we've implemented in the game and it really feels like I can see the light at the end of the features tunnel. I really learned a lot at the convention and have recently made some choices about the game.
The first one is that I want to look into contracting out the art to get it done. After speaking with some developers at the conference I learned about some good asset options that might fit my budget.
Next I want to get this game finished. It's been 3 years that I've been working weekends and other random times but it's time to go really hard with the completion of my bachelors in sight. It would be great to justify getting my own booth next year if the game is in greenlight status.
I also thought about the plot line for the game, and I think that I'm going to go fairly minimal with it. Right now I don't think people will be as interested in plot as they will be in gameplay. I'm also thinking about how to make the towns less intrusive during the stages. I still want the game to play really fast.
Finally I'm thinking about how to implement class changes in the game. Originally I thought that I'd just use a scrollable list, but I'm starting to think that something akin to the talent systems in MMOs could work better. This would allow the player to see all the options that their character has open to them.
Here's a link to the game I hope you like it!
https://www.dropbox.com/sh/5osppzhsg9yzllt/AAAKuEti70ShvvIg5F4_1Beta?dl=0