Welcome back to the world of

Everlast: Undying Tale

Welcome Back Traveler

Hello Everyone, thanks for being interested in our process and stopping in. It’s been a month since our last update, and things have been moving along smoothly. You might also have seen that our social media accounts are finally up and running! We’re posting light for now, but we plan to ramp it up and give it some more direction as we have more to show, but we hope you’ll continue checking out our posts and these devlogs!

Level Design:

Over the past month we’ve been working both above and below. On the surface, we’re making 2 lush new areas, a verdant valley, and a swamp, complete with some newly designed wooden buildings, and quite a bit of set dressing already. Meanwhile down below, we’ve been working on some underground and cave content as well as continuing to refine our workflow on the area and retouching up some of our texture in things like the rock walls.

Environmental Art:

Over the past month we’ve been working on a lot of continuations of some past work and some overhauling of existing systems, though we’ve also delved into a few new projects. We’re continuing work on the twisted pine trees, iterating on some new shapes. We’ve also been expanding and improving our repertoire of some already present forms of set dressing including stonework and cave walls. We also felt that some of our areas needed some all new stuff to make them more visually interested, so we’ve started working on various new pots in assorted shapes and states of decay for some ruins, as well as creating all new moss for those ruins. We’ve also been working on dying trees and foliage to create a gradient between more lush areas and deadlands or graveyards with more dead foliage, so the transitions feel more gradual and natural. In a similar vein, we wanted to add some more visual intrigue to the graveyards in particular with some new dead vines to have creeping over walls and graves.

Character Art:

Over the last month, we were finally able to return to the Iron Armor which we had started on in the last devlog, and finally got it finished. We also started on a new major enemy that we think will make for a pretty interesting fight. It’s both serpentine and not, and will be among the more formidable enemies we’ve worked on so far.