
Hi!!
This month we have advanced a lot in development! :D We have completed some of the most important and complex tasks we had pending and that motivates us a lot ;)
Today we bring you the September devlog loaded with news!
Level Design
During this month we worked on shaping the design of the levels.
Lamentum is composed of different defined areas (interior and exterior) that will be connected as we move forward in the main plot of our history.

In this level design map we have marked all the points of interest (keys, puzzles, enemies) and the most relevant places in the plot. It also helps us balance the difficulty of each zone and choose where to place the save points and where we should connect zones through shortcuts.
This map helps us to shape the game before start to create the definitive maps and allows us to have a global vision of the game.
One of our fears when creating the Lamentum map was to make it too linear and boring. To avoid this we have created a map that invites exploration with multiple secret areas and alternative paths.
Graphic improvements and new enemies
We are improving the visual aspect of some parts of the game that we created when we started with the development of Lamentum.
It is important to maintain the visual quality of the set and that the old graphic material has the same quality as the new material.

This improvement work includes both enemies and characters as decorative objects and puzzles.
In turn we are also creating new enemies and making some of them more terrifying than before.


Save system
One of the parts that was pending to be developed in the main engine of Lamentum was the storage system and finally we have finished it: D
In Lamentum there will be special rooms in which the player will find desks where he can save his progress. For this, it will be necessary to use a consumable object: the ink.

We have chosen this system, as opposed to automatic saving, because we think that it is the player who has to have control of when and where to save his progress and also, the inclusion of limited consumable object adds an additional stress factor.
Final notes.
Soon we will get in touch with everyone who has chosen a reward that includes being part of the game design.
We keep uploading new material and our progress on our Twitter account almost every day: @obscuretales
Remember to add us to your steam wishlist! It helps us a lot!
See you in the next devlog!