Summary
- New Website
- Creature concepts
- Biom concept
- WIP Music
- Tech-Upgrades
- Experiments with Clouds
- Weapon System
- Other Stuff
- Behind the scenes
The new Website is online!
Now finally we have a proper official website where you can get a more complete picture what the game will be about. If you did not already, then please check it out! https://souwester.voronoistudios.com/

Creature Concept Art
Here is a first look at one of the fearsome creatures that will live within the clouds. As you can see below he is only one of many creatures you will encounter in Sou'wester Winds.


Biom Concepts
First a big thanks to all Patreons, thanks to them I can now comission people from the community to do such awesome concept drawings! It is always so exciting to get an idea from my head into something others also understand.
CRYSTAL WASTELANDS (Official concept drawn by SubQuest)

To validate the process I tested the biom temporarily in the upcoming Landscape module for MOENTO.As you travel higher and higher with your airship, you will come across darker and darker clouds. Within the almost blackish stormclouds, there are some really unique islands which hold some very valuable resources...
Additionally here is a little treat for you guys, a fan concept by one of our comunity members for the...
MOSSY FORESTS (Fan concept drawn by Britzilla)

Very early look at the music side of things
This is a very early draft for one of the ambient tracks for Sou'wester and I think we are definitely going into the right direction. But what do you think? Maybe for some context, this track is made by using many different layers I can fade in and out. To showcase them all, I just added them as the track goes on. But in game they will be added or removed depending on how intense the current gameplay is. My goal was that the track is very atmospheric but with a touch of sci fi.

Tech-Upgrades
Hey look, I just found some TECH-UPGRADES.
Jet and Grapple are a really awesome combination, the Jet upgrade has just enough force to cancel out gravity so when combined with the momentum from sprinting or grappling you can achieve quite the air maneuvers.
Ps, pls ignore the glitchy grappling wire, seem to have a bug there...
Experiments with Clouds
Weapon System Rework


Other Stuff
The Shipbuilder is now nearly fully implemented again, I also updated some of the visual clues along the way. You see now more clearly if something can or can not be placed.

Worked on the electrical connections and made it work with my new input logic. I only used a helm in the demonstration as it was the only 2 axis Input device that is set up yet. On the other hand it also perfectly showcases the flexibility of the electrical connection system.

Behind the scenes
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Personal / IRL
First of I would like to remind you all that I'm basically doing all this as a one man show at the moment, while still working nearly full time as an engineer. So in the past I was able to dedicate around 1 day of work per week to all of this. Whenever possible I also dedicate my weekend working, so that's all fine for now but with the newly gained fatherhood I will not want to sustain this grind. Enough personal stuff for now, I think you get what is going on; the limited time is getting more limited. But never the less I will use any remaining time to push forward this project!
Studio Name
As some of you might have noticed as of the 1. April I rebranded "bblessed gamestudios" to "Voronoi Studios". It was indeed not an April fools joke! I'm very excited about this change and have set up the new website and also dealing with all the legal stuff behind the scenes. I don't regret it in anyway so far and I'm excited about the possibilities it will enable us in the future.
Game dev / Playtest
We have now surpassed the 3 year mark, since the project was initially created! It was an awesome journey so far and I was able to professionalize my coding skills in this time significally... Which also means that some of the old code is a hot mess! And this leads us to the biggest time investment lately, I decided to start over with a completely blank canvas and carefully refactoring/reimporting only the code that is actually needed. I'm very happy with the progress I'm making with this, so much so that I did not need to cancel the playtest announced in the last blog. It was significally smaller than I initially planned though. But I can tell you that it was a very wise decision, I'm way faster now working on new systems and the old systems are magnitudes more reliable now! Last but not least also keep in mind that Sou'wester is not my only game, it is important to me to also keep MOENTO maintained and updated regularly and I'm also part of a dev team for a not yet revealed game.
With that all said, thank you, the community, very much for the journey we had so far and I'm excided of what lies ahead.
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TL:DR fatherhood + studio creation + refactor = not so much "new" work to show. The playtest was not canceled but was held in a smaller scale. Due to the mentioned fatherhood you might see me post some more comissioned work, which was made possible due to our awesome Patreons.
Last but not least, thank you very much for reading!

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