Oirbo devlog #69 (nice) - Demo and ongoing work


Hi everyone!

Here we are for another Oirbo devlog, right after the end of the Steam game festival. The event was a total success in our opinion, with more than 2000 people playing our demo and a lot of emails and suggestions sent by the beta testers (once again a big thanks for this!). We are planning a full detailed post on the discoveries we had with the demo as well as all the goodies our analytics system offers.

Now going back to Oirbo itself, if you saw our last monthly goals you know that we still have a few more stuff to finish in the demo, mainly art that didn't make the original demo release, we plan on finishing everything we need in the coming weeks, hopefully before the end of the month.

Progress-wise, the game systems are all completed and tested, the demo really help to calm our nerves regarding the loading system, performance, and overall game size. The only systems that aren't 100% done are:

  • The fast travel UI
  • The skill unlocked UI
  • Oirbo emotion system
  • Key binding system, this refers to both the button display in-game and the remapping feature.
  • Build scripts, to optimize and make the process of building the game less prone to user error (this happened a lot with the demo xDDD), basically a tool that will check everything we need to ensure that everything we want is included in the game xD

And that is it, 5 bullet points and Oirbo "game engine" is complete!! The first two points won't be done right away because we still need some more content in order to actually do them, the rest will be tackled right now and included in the demo.

We plan to update the demo in the coming months replacing the Nature area with the Medical area so that players can experience it too, and it also forces us to do a more thorough check on the area (we spend a LOT of time testing each section of the area as well as its surroundings but very rarely the entire area as a whole).

With the demo finished and out of our minds we will finally tackle the 4th area the mechanical area, which the concept art we already showed off on our social networks.

We will start off with implementing all the enemy and environment mechanics and work from there to the 2 big challenges of the area that we've planned and the entire floor plan for the area.

Hopefully, the #71 devlog will be talking about the mechanical area enemies and its challenges XD.

A big big thanks to all our patrons for continuing to support us even on this downtime, and other thanks to all Oirbo fans that keep sending us feedback! Don't forget to join us on Discord, Twitter, and wishlist the Oirbo on  Steam.

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