솔라테리아 개발일지 #6 | Solateria Development Note #6
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파이론 전사님들 안녕하세요!
어느새 2025년의 끝을 향해 가고 있는데요,
스튜디오 두달은 열심히 솔라테리아의 남은 컨텐츠 개발을 진행하고 있습니다.
솔라테리아의 6번째 개발일지를 공유합니다.
Hello Pyron warriors!
As we approach the end of 2025, Studio Doodal is hard at work developing the remaining content of Solateria.
We’re excited to share the 6th development note of Solateria.
난이도 모드 제작
총 4단계로 구분된 난이도 모드를 제작했습니다. 매트로배니아 게임에 익숙한 플레이어분들과, 하드코어 액션 게임에 익숙한 플레이어분들 모두 자신의 실력에 맞게 가장 재미있는 난이도 모드를 선택해 플레이하실 수 있습니다.
기존 데모 빌드의 난이도는 ‘어려움’에 속하는 난이도이며, 하드코어 액션을 선호하지 않는다면 ‘일반’이나 ‘이지’를 선택한 플레이가 가능합니다.
특히, 이지 모드와 별개로 스토리 모드도 존재하여, 필드에서 최소한의 전투를 진행하며 전투에 대한 부담 없이 게임의 컨텐츠를 살펴보며 스토리를 감상할 수 있게 하였습니다.
난이도 모드는 현재 구현이 완료되었으며, 오프라인 전시회나 추후 2월에 있을 스팀 넥스트 페스트 온라인 데모 버전에서 체험하실 수 있습니다.
Difficulty Mode Production
We’ve created four distinct difficulty modes. Both Metroidvania fans and hardcore action gamers can choose the mode that best matches their skill level for the most enjoyable experience.
The previous demo build corresponded to the “Hard” difficulty. If you don’t prefer hardcore action, you can select “Normal” or “Easy.”
In addition to Easy mode, there is also a Story mode that minimizes combat in the field, allowing you to explore the game’s content and enjoy the story without combat pressure.
The difficulty modes are now fully implemented and can be experienced at offline exhibitions or in the online demo version for Steam Next Fest in February.
보스 일러스트 제작중
여러 보스들의 전용 일러스트를 작업하고 있습니다.
다양한 사연을 가진 솔라테리아의 보스들을, 풀컬러 일러스트로 살펴볼 수 있습니다.
첫 만남에서는 메모리에서 인게임의 모습으로 볼 수 있지만, 보스를 클리어하면 메모리의 이미지가 풀컬러 일러스트로 변화하며 보스에 대한 추가적인 정보를 알 수 있게 됩니다.
보스를 처치하고, 멋진 일러스트를 감상해 보세요.
Boss Illustration Production
We are creating dedicated illustrations for several bosses.
You’ll be able to view the bosses of Solateria—each with their own backstory—in full-color artwork.
When you first encounter a boss, its image appears in your Memory in-game form. After defeating it, that image transforms into a full-color illustration, revealing additional lore about the boss.
Defeat bosses and enjoy their beautiful illustrations!
UI 점검 및 제작중
비어 있는 UI를 전체적으로 점검하고 제작 및 폴리싱하고 있습니다.
특히 무언가를 획득했을 때의 피드백, 중요한 아이템을 획득했을 때의 피드백 등의 UI피드백에 신경을 쓰며 작업하고 있습니다.
연출이 아닌 전투 면에서도, 전투 중 UI로 전달해야 하는 정보들을 파악하고 해당 정보를 좀 더 쉽게 플레이어 분들이 파악할 수 있게 여러 방면에서 폴리싱을 진행 중입니다.
UI Review and Production
We’re reviewing, creating, and polishing the remaining UI elements.
Special care is being given to UI feedback—such as when obtaining items or important treasures—to make those moments more impactful.
Beyond visuals, we’re also refining combat UI elements so that key information during battles can be quickly understood by players.
성우 녹음 적용
이전에 진행했던 성우 녹음본을 NPC들에 적용하고, 게임에 목소리가 잘 녹아들 수 있도록, 음향 후가공을 진행 중입니다.
이제 솔라테리아의 NPC들이 자신만의 개성 있는 목소리를 갖게 되었습니다.
추후 오프라인 전시회와, 스팀 넥스트 페스트에서 공개될 NPC들의 목소리를 기대해 주세요!
Voice-Over Implementation
We’re applying the previously recorded voice-overs to NPCs and performing post-processing so the voices blend naturally into the game.
Now the NPCs of Solateria each have their own distinctive voices.
Please look forward to hearing them at upcoming offline exhibitions and during the Steam Next Fest demo!
이렇게 솔라테리아의 6번째 개발일지를 마칩니다.
감사합니다.
-스튜디오 두달
That concludes the 6th development note of Solateria.
Thank you!
-Studio Doodal
스튜디오 두달 Studio Doodal
x/instagram @studiodoodal