Aztoragarri Final Release - Devlog 10
Good morning, everyone, and welcome back to the now hexa-annually Aztoragarri development logs. After some consideration, I believe it is more adequate to release development logs every second month, to make them contain more new information, as well as enabling them to be of higher quality. As always, we will cover gameplay advancements and changes, story-related topics, and an exciting announcement at the end.
First of all, gameplay additions, ranging from new enemies to quality of life changes, have been made, which will be listed below;
- The electric torch has been changed to a candle, making an area light rather than the classical spot light flashlights do. Additionally, instead of consuming energy that can be recharged, the new light source begins with 0 power. Once lit using a tinderbox, it will go up to 100 and slowly decrease over time. After reaching 0 power again, or extinguishing the candle yourself, a new tinderbox will be required to relight the candle.
- Once the character crouches, the capsule attached to the actor also shortens in height, allowing the player to traverse small holes (yes, a year and a half of game development and that shit wasn't done yet, "better late than never," ahh). A feature that prevents the player from standing up again when crouching in a space lower than the character's height has also been implemented.
- When jumping, a mechanic that checks if the character would bump his head onto the ceiling has been implemented, and prevents the jump from happening under said conditions (similar to the aforementioned crouch one). Not only that, but when the player presses the jump button while crouching, the character will instead stand up.
- New enemy bases for human enemies have been created, both ranged ones: a gunfighter and a shotgunner. The gunfighter will try to keep a distance from the player and run away to heal once his health has been lowered too much. The shotgunner, on the other hand, is more aggressive, cutting off space with the player and being able to perform melee attacks as well.
- The addition of a non-lethal takedown allows the player to neutralize enemies without killing them. That being said, although not killing doesn't reduce the piety meter, it will result in the same enemy appearing in the future, which won't happen if the enemy is killed. This way, even down to gameplay, each playthrough will be slightly more unique.
- The inventory puzzle system has been updated, allowing the player to select one puzzle item at a time to intereact with the enviroment instead of doing it automatically, like in the previous version.
- General polishing and key-binding regarding user interface.
- Documents and notes have been updated, now supporting multiple pages.
- Biography information has been updated.
On a narrative level, the entirety of the base for Chapter 4-2 has been completed, including both infrastructure and puzzles, and Chapter 1 has begun its previously announced rework, with Chapter 1-1 and Chapter 1-2 already having been modified and improved to better suit the current direction of the game. In comparison to the remaining chapters, Chapter 1 is probably the one that has and will change the most. To begin with, the introduction no longer takes place in Bilbao but in a small village on the outskirts of Irun, on the other side of the Basque Country. Additionally, Chapter 1-2 no longer takes place in a factory, nor is it even set in the Basque Country, but in Navarre, and is now meant to represent a "Torre", a large nobiliary hamlet. There are also other noticeable planned changes for the rest of the chapters, most importantly Chapter 2, now set in Aínsa instead of Jaca. All of these will be specified later in future development logs, once they have been made. As for now, the basic changes, both done and not, go as follows:
Chapter: | Original location: | Current location: |
Chapter 1-1. | Bilbao. | Irun (done). |
Chapter 1-2. | Bilbao factory. | Apaioa tower (done). |
Chapter 1-3. | Bilbao tunnels. | Apaioa village and tunnels (to do). |
Chapter 2. | Jaca. | L'Aínsa (to do). |
Chapter 3. | Seu d'Urgell. | Castellciutat & Seu d'Urgell (to do). |
Chapter 4. | Barcelona & Cardona (to rework). | |
Chapter 5. | Mines (to begin). |
As always, I will leave some screenshots of the ongoing development.
I believe it is time to announce that an updated demonstration of the first chapter of Aztoragarri is relatively close to its release.
Since so much has changed since the original alpha prototype (which may be added, is fairly flawed), I believe it is only right to provide an experience that embodies the current state of the project, and what to expect towards its final release. Logically, I cannot provide an exact release date, since one can never fully know whether things will turn out smoothly or not. All I can say is that somewhere around October seems the most reasonable.
Once again, thank you for your attention.
Bona nit!
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Aztoragarri
After a military disaster in Algiers, Xabier receives a letter from a friend long gone.
Status | In development |
Author | Bro |
Genre | Survival, Adventure, Puzzle |
Tags | Alternate History, Atmospheric, First-Person, Horror, Indie, Low-poly, Mystery |
Languages | English |
Accessibility | Subtitles |
More posts
- Aztoragarri - Final release Devlog 9May 31, 2025
- Aztoragarri - Final release Devlog 8May 03, 2025
- Aztoragarri - Final release Devlog 7Apr 02, 2025
- Aztoragarri - Final release Devlog 6Mar 06, 2025
- Aztoragarri - Final release Devlog 5Jan 30, 2025
- Aztoragarri - Final release Devlog 4Dec 29, 2024
- Aztoragarri - Final release Devlog 3Dec 06, 2024
- Aztoragarri - Final release Devlog 2Nov 07, 2024
- Aztoragarri - Final release Devlog 1Sep 24, 2024
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