Thanks to government subsidies, I was able to come back to work on Xerme the next year.
In the time I was gone, there were some general advancements made. Mainly, my open-world areas had an art pass on them (Plants 2 and Animals 2), Machines 2 was built, and there were some general improvements to game design and programming, like new mechanics and bug-fixes.
[W.I.P.]
-Complete re-design of the central Tower's exterior and interior, while keeping visual style. (Accomodate current puzzles, making room for future ones, more visually striking and silhouette-like)
-Designing ending sections of the different Tower floors. (Finishing last puzzle, players ought to approach with anticipation, and are to be rewarded)
-Sectioning of the Tower in sublevels, available for loading and unloading, and sequencing. (Depending of game's progression, cinematics)
-Re-implementation of puzzles on the Tower's first floor, Plants. (Room distribution, visual guidance, spatial design, pacing)
-Spatial design of all remaining puzzles.
-Implementation of all remaining puzzles into the different Tower floors. (Animals and Machines sections, with respective pacing and story-beats)
-End-game design. (Two choices, visual impact, anticipation)
-General feedback on game-design and mechanics.
Early concept drawings of my puzzle spatial re-designs: →
Top and middle are the same puzzle (top overview and perspective representation), very similar to the actual final result, seen below.
---------
Bottom is a diagram of the later puzzle, before knowing how I would build it. I drew it as a mental map of the level, to know what ingredients were needed.