Development Diary #3

 Welcome to Octobers Dev Diary

Development Update
Welcome to this month’s development update from PixelPunk Studios. September brought a flurry of activity across design, systems, and playtesting for Raveren, and the team has made steady, visible progress toward a tighter, more balanced alpha experience.
Progress and highlights
HUD and UX: We implemented a full in‑game HUD, including a working minimap, clearer player status indicators, and contextual prompts. The HUD now cleanly communicates player position, nearby objectives, and active status effects, which has already improved playtesters’ situational awareness.
Health system overhaul: Based on player feedback, we rebuilt the health system from the ground up. The previous design felt unforgiving: player deaths occurred too quickly and recovery options were limited. The new system smooths damage pacing, increases readability of incoming damage, and introduces more consistent healing opportunities to keep gameplay engaging without removing challenge.
Pickup and AI behaviour fixes: We diagnosed and fixed a problem where enemy AI was consistently collecting health pickups before players could reach them. We adjusted pickup acquisition logic and AI priorities so healables remain contestable, producing fairer encounters with the roaming Dworks and Mages.
Stability and polish: Multiple bugfix passes reduced crashes and improved build stability for beta testers. We also tightened animation blending and visual feedback for hits and heals so the game feels more responsive.
Playtest feedback and what we learned
Beta testers appreciated clearer UI information and the reduced “one‑hit death” feel, reporting more opportunities for tactical play and recovery.
Players asked for more visible telegraphs on enemy behavior and clearer indicators for contested pickups; we prioritized those requests in the recent fixes.
Several balance points remain under observation: enemy damage output, respawn timing for pickups, and the pacing of encounter density across the early areas of Etheria.












AI Animation and VFX Update
As part of our AI improvements, enemies now use their own dedicated attack animations, visual effects, and sound design rather than reusing the main character’s assets. This gives each enemy class more distinctive presence and clearer telegraphs for players to read and react to. Below is a short video showcasing the new animations and effects in action.

Partner Announcement
September was also a month of important conversations and new opportunities for PixelPunk Studios. We’re pleased to introduce James, our new partner, director and advisor. James will be supporting development and providing creative and technical guidance on an upcoming DLC for a well‑established title — we’ll share more details in the months ahead.
James brings a wealth of experience , and he’ll work closely with our team to shape content, systems, and delivery for both the DLC and future PixelPunk projects. With his help and guidance we’re positioned to accelerate our roadmap, polish our releases, and expand the studio’s creative reach.
Thank you for supporting our journey toward the release of Raveren and the other projects we’re quietly building. Your feedback and enthusiasm keep us pushing for better, bolder work — stay tuned for more updates and behind‑the‑scenes looks soon.



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