Allright, this is the last day of my Pers break.
Nevertheless I have a super quick Update on my Villain Dude:
Worked on the proportions, the jetpack, GAVE HIM EARS, and some other small stuff.
Showing posts with label Update. Show all posts
Showing posts with label Update. Show all posts
Tuesday, October 12, 2010
Friday, October 8, 2010
concept progress
Alright, today I finalised the level concepts, means, I know exactly what gimmick gets introduced at which lvl, and what kind of puzzle is to solve.
There are going to be 30 different lvls + 5 secret levels. There is going to be a super simple story but no cutscenes, so the player don't gets ripped out of the gameplay.
If everything works out as planned I'm going to have all the gimmicks coded in 2 weeks and then take 1 or 2 more weeks to design each lvl.
One thing I'm kinda worried about is a saving system. In the final version, I definitley want the game to save the progress. Unfortunately I have absolutely no clue how to do that and I have to search for some tutorials and how-To`s for that sometimes soon.
There is still quite some stuff I have to fix in the demo. The overall collision system could need some work, the movement of the hero is a bit too slippery and quite some other small stuff.
Though it's quite possible that I won't find any time to really work on the game till Wednesday :(
There are going to be 30 different lvls + 5 secret levels. There is going to be a super simple story but no cutscenes, so the player don't gets ripped out of the gameplay.
If everything works out as planned I'm going to have all the gimmicks coded in 2 weeks and then take 1 or 2 more weeks to design each lvl.
One thing I'm kinda worried about is a saving system. In the final version, I definitley want the game to save the progress. Unfortunately I have absolutely no clue how to do that and I have to search for some tutorials and how-To`s for that sometimes soon.
There is still quite some stuff I have to fix in the demo. The overall collision system could need some work, the movement of the hero is a bit too slippery and quite some other small stuff.
Though it's quite possible that I won't find any time to really work on the game till Wednesday :(
Thursday, October 7, 2010
The day after the first release
Oh boy...
Yesterday I finally presented the game on two forums
one: the official Unity forum
Two: THE independet games forum on the net, TIG Source
And there was a lot of awesome feedback there.
But it also was quite stressful. First I had problems getting the link to the game working correctly because of an stupid copy-paste mistake. And then I noticed that the game mechanics weren’t as well explained as I thought they were. Almost all players had huge problems getting into the twist.
To fix that I changed the control information text on the signs in lvl1 and even adden one more sign.
So, what are my future plans for the game:
-In the demo there is all few lvls a new extension to the main twist(yellow cube, green cube, white cube), I wanna keep that. So I want the player to find all few lvl something new and challenging. And don't worry, I have some really cool ideas ;)
-I love unlockable stuff. Therefore there will be a lot more of that in the final game(In the demo you get a nice little unlockable after lvl3 ;) ). So there will be generic stuff like concept art, early ideas, probably even tutorials?, und quite some more. But then again, I don't want to overwhelm the player witch achievement stuff like some X Box games do. Every unlockable has a purpose.
-I'm really playing with the idea of some kind of story. Nothing big or tedious, but some kind of real motivation for the hero. Not too sure about this though...
-Special worlds. Hidden exits will lead to special worlds with special twists(*hust* Coop-splitscreen *hust*)
So, yea, it definatly was a succsesfull first day.
Yesterday I finally presented the game on two forums
one: the official Unity forum
Two: THE independet games forum on the net, TIG Source
And there was a lot of awesome feedback there.
But it also was quite stressful. First I had problems getting the link to the game working correctly because of an stupid copy-paste mistake. And then I noticed that the game mechanics weren’t as well explained as I thought they were. Almost all players had huge problems getting into the twist.
To fix that I changed the control information text on the signs in lvl1 and even adden one more sign.
So, what are my future plans for the game:
-In the demo there is all few lvls a new extension to the main twist(yellow cube, green cube, white cube), I wanna keep that. So I want the player to find all few lvl something new and challenging. And don't worry, I have some really cool ideas ;)
-I love unlockable stuff. Therefore there will be a lot more of that in the final game(In the demo you get a nice little unlockable after lvl3 ;) ). So there will be generic stuff like concept art, early ideas, probably even tutorials?, und quite some more. But then again, I don't want to overwhelm the player witch achievement stuff like some X Box games do. Every unlockable has a purpose.
-I'm really playing with the idea of some kind of story. Nothing big or tedious, but some kind of real motivation for the hero. Not too sure about this though...
-Special worlds. Hidden exits will lead to special worlds with special twists(*hust* Coop-splitscreen *hust*)
So, yea, it definatly was a succsesfull first day.
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