Over the last two weeks, I have been working on developing the background creation tools. The main part I have been working on is a tool to place background prefabs and spacers. As a part of this, I created a new snapping system to allow rooms to attach despite being different sizes. In addition, I have also made a new system to place scenery, such as wall mounted assets and clutter. Again, for each of these, I have added a feature to save and load.
This week I have been working on the Steam Workshop integration with the game. I have made a UI that allows you to upload your level with a screen shot, and apply updates to levels you have already uploaded. This will allow other users to download your level and play them from the main menu.
Over the last couple of weeks I have been trying to polish several parts of the game. This includes updating parts of the menu to be usable with controllers. I have also added the majority of achievements required for the game and set this up to work with Steam when we release.
During the past couple of weeks of working at Canalside Studios, I have been continuing with fixing and decorating levels at an increased rate in order to meet our deadline for testing. I have also been delegating tasks to the other designers, evenly splitting the remaining tasks so that we can release the game on time.
The past few weeks I have been working on polishing some of the levels ready for testing. The aim is to complete the levels for next Friday so there is plenty of time for testing before release on July 31st. I have also helped by working on the Steam page and plan to improve it further next week.
Lately I have been working on the levels in Flux8. I made a couple of red and a couple of co-op levels. Then I put all of them in scenes inside the editor, set up all the cameras in the scenes and started decorating them. I am close to finishing the red magnet campaign, which means that we only have the co-op campaign to finish now and all of the levels will be completed.
I’ve begun recording and processing the final batch of sound effects. Once I’ve got all of the sounds we need, I’ll be going through each level and making sure the balance between the different sounds is correct. I’ve also finished mixing and mastering a couple more pieces of music. I still have one or two more to do, but I’m hoping to have these finished by the end of next week. Here’s another one you might recognize if you played the free demo on Gamejolt.
Starting with this “alternative” menu from a very early version of the game, before it even got it’s name!
Then there was the time Tess learned to fly!
And finally, my personal favourite: Reuben’s amazing growth ray! Not quite the intended effect of the lasers…
I’ve been continuing making levels over the past two weeks.
Over the last two weeks, I have been working on expanding the background system to make it easier to create backgrounds and environments for the game. One of the features I have made is a scaffolding tool which can be used to create scaffolding around the level itself. The new system allows you to draw out the initial struts and add cross bars and supports to scaffolds. I have also worked on another tool to manually place the background tiles, mainly for the designers to quickly generate the backgrounds for their levels. Both of these systems can then save and load their setup into other scenes.
This week I have been working on implementing the back and front end of Steam Workshop integration. This involves using the Steam API to get currently uploaded levels, as well as a way for users to easily upload their own levels, which they have made in the level editor.
I have spent the last couple of weeks doing tweaks to add extra polish to the game such as a few minor additions to the menu, adding sounds to the characters and also making extra features for some levels such as blocks looking like they are being destroyed on a level where the player is being chased by a machine.
For the past couple of weeks I have been fixing and decorating several levels, in order to reach our level target for release. I have also been helping set up the the Steam store page, so that it has all the information and images it needs ready for when it goes live.
I’ve been mixing and mastering (or at least, attempting to) some of the music I’ve composed for the game. I’ve got a few that are finished and ready to go into the game now. Over the next few weeks I’m going to be recording and processing the rest of the sound effects we need, as well as hopefully finishing off the rest of the music. If you played the free Flux8 demo, you may recognize the track below – it’s the menu music! Except now it sounds all shiny and finished.
As ever, watch the video below to see some of our work in action!
I’ve been continuing development on the levels within the game. The levels I’ve created focus mainly on more advanced mechanics, such as the polarity switch gate and lasers.
Over the last few weeks, I have been working on creating a background generator for the level editor to speed up the level building process and give players a background for their levels. The generator uses pre-built sections which are assembled in a grid to fit the level. I made this so it could also take in a seed to get the same background generated multiple times. I also made new magnet pads which can stretch in the middle, whilst keeping the ends the correct size, using a series of models which Sam made. Following this, I created a tool to swap out the old magnet pads with the new ones I had added in. In addition, I added a new method to draw out the rails which the moving platforms run on, using a similar method to the magnet pads.
This week I have been working on improving the jumping system. Before, it only checked directly under the player but now it checks in an area, making it easier to complete accurate jumps.
I also started work on the workshop UI for downloading player-made levels.
Over the last few weeks, I have been working on a number of different parts of the game. Firstly I worked on adding a few things to the level editor such as adding UI to make configuring the movable blocks more intuitive.
Another addition to the level editor was the new spinner obstacles which the player has to avoid being hit by. Finally, I worked some more on the main menu to add a “mail system”, to give background story information, and also a screen to show the player’s progress finding collectibles.
For the past few weeks I have been working on decorating the levels previously made by Liam. I have also tried to incorporate other mechanics into the levels which were made after the levels were built. My aim for the next few weeks is to continue decorating and testing the levels in preparation for the game release on July 31st.
In the past week I worked on mainly creating even more background prefabs for our level editor and fixing/ adjusting some previous levels.
I’ve been composing music for the Co-Op levels. I decided these levels needed to have more upbeat, energetic music than in single player. I’m hoping to mix and master some of the other tracks I’ve been working on over the next couple of weeks and get them into the game.
As usual, you can view our work in the video below!
At Canalside Studios, Wednesday afternoon is our “Research Afternoon”. Each week, we put Flux8 to one side for a few hours to work on our own personal projects. Here’s a look at what we all get up to when we’re not building levels, writing code or recording sound effects!
For my personal project, I have been working on creating a space-based dogfighter game. The game is currently very basic, containing only a few mechanics. However, I have worked on implementing player controls, a weapon and health system with shields, as well as a camera system to both follow the player and lock onto the target. I have also put in an indicator which tracks where the target is on the screen and will lock to the edges of the screen, showing the distance to the current target. On top of this, I have made a start learning Unreal Engine 4, making use of C++ and following some tutorials to become proficient with the language and the engine.
For my personal project, I have been improving my skills in Unreal Engine. I haven’t used Unreal a lot, so I started with the FPS project and started making changes to it. It’s rather simple at the moment, with just toggle fire modes, but I am expanding on it as i go.
Y’arrgh, this is a mobile game I have been working on in my spare time and project days. It’s currently only a prototype to show off a couple of things like the wheel interface for controlling the boat. However, I do have some more plans to work on it in future, including adding enemies and gameplay objectives.
The most recent part of the game I have been working on is the map generation which I am now going to use when generating paths for enemies to take around the map. This will involve using an implementation of A* to find the quickest path to the player.
For the past couple of research days we have had, I have been working on a modular sci-fi corridor, which I hope to put into my portfolio once it is done. The segment that is in the image is the first of several modular pieces I will be making, along with pipes, panels and other sci-fi elements.
For my research day I have been working on two projects, a MP4-12C Mclaren and a modern living room. I created the Mclaren in my first year of university but never finished it, I went back to it and began retopologising it so I could take a render/wireframe for my portfolio. I have also started a modern living room which is inspired from multiple pictures. My aim is to create a scene that will show multiple skills and techniques across different pieces of software.
In my personal project time I’m trying to refine my skills in animation. I looked at a multitude of videos teaching boxing techniques, from performing a well executed hit to the subtle movement of the body between hits. I am animating the upper bodies of the two characters first to get a sense of how far can they reach and if they are capable of dodging hits. When I do this, I will concentrate on the leg movements as they are slightly more complicated and depend on the upper body movement (for example: when a fighter prepares and executes a hit, his legs react to give him balance and flexibility so that he can move back or react quickly).
I also started modelling a mech. As the project is in an early state I am blocking out the different pieces of the machine using a couple of concept pictures.
I’ve started recreating an old Drum & Bass track I wrote a few years ago. I always liked the composition, but I didn’t mix or master it very well. It sounds over-compressed and the bass is way too loud. Now that a few years have passed and I’m better at mixing, I thought I’d give it another go. You can listen to the original version below.
Watch the video below for a glimpse at everyone’s work!
Over the past 2 weeks, I’ve been continuing with the level designs and development. The levels created are now in the process of being exported to separate scenes and cameras for the levels are being place. during this process I’ve also been introducing co-worker to try out levels that have cameras placed and receiving feedback to help refine the levels.
Over the last two weeks, I have been working on making a new system for creating backgrounds in the level editor. A big part of this has been making a tiling system for pipes to automatically connect in a drawn path. The system I made can also save and load pipe layouts.
This week, I came up with a system that allows the balls to respawn without killing the players. Now I’m working on making the ball dissolve before it respawns.
The last couple of weeks have mainly involved reacting to issues that were discovered at Insomnia and trying to correct these. The tasks I have completed as part of this include bug fixes, such as fixing the timer to remain consistent when repeatedly switching between activated and deactivated states. I also added some new, small features such as a visual representation for the timer, so the player can see how long they have remaining.
During the last couple of weeks I have been decorating more levels, creating a new electricity shader and creating more assets for the game. I have also been working with the programmers to get more tools built to speed up the design side of things, such as a modular pipe spline system, where I was responsible for the creation of the modular pipes.
For the past few weeks I have been polishing some of the levels to the standard of the levels we showed at Insomnia. I have also taken feedback from the event and fixed bugs and problems that arose with the current levels.
After Insomnia and making a playable build, I returned to making levels that we have saved for later on in the game. Making the playable build meant that we had to implement some changes to the game and its mechanics. I am now going back to our older levels, which are ready for implementation, and making sure that they are still playable after the changes, otherwise I have to make adjustments to them. Most of the magnetic pads in the levels have had their strengths changed and there are size changes with the different game tokens. Those two examples are easy to fix, but some bigger problems have also appeared which mean I must change the layout of the affected levels.
I’ve continued to work on music and sound effects for the game. I’m currently experimenting with a new piece of music which is a lot more relaxing than previous pieces. Hopefully, it will be finished within the next few weeks.
As usual, you can see what we’ve been working on in the video below!
Over the last month, I have been working to get the game ready for Insomnia. I worked alongside Matt and Sam to test and fix the game ready for the event. Also during this month, I went to Insomnia with Matt, Sam and Harry and showcased the game at the indie zone. We took this opportunity to get feedback on the game and find what areas people enjoyed and what we could improve on. Since coming back I have been fixing areas of the game.
This past month, I have been creating the demo for Insomnia60. This was a lot of work as we wanted a non-development build that allows no errors within our code, so we spent two weeks beforehand removing all of the errors. We unfortunately ran in to some low-level problems in the physics engine, forcing us to use developer mode, but we had no other problems otherwise; Because of this, we didn’t have a lot of time too test which meant we had to do one or two fixes at the event.
We got a lot of great feedback at the event. One of the major things we found was that people didn’t understand the line renderers, which showed them what buttons interacted with. Right now, I’m trying a new implementation to make this more obvious.
Since the last Devblog was posted, the game has gone live on Steam Greenlight. Due to the timing, this meant that the team was split between working on a demo for Insomnia and working on the requirements for the Greenlight page. I worked mainly on the trailer for the game which involved spending a lot of time syncing the animations correctly in Unity so they all played at the correct times.
For the past few weeks, I have been helping to prepare for the Insomnia60 gaming festival. I have mainly been responsible for testing the game, to look for any bugs or design mistakes.
I have also been updating some of the old assets to fit better with the visual style of the game. The moving platforms and the magnet pads are the assets I’ve been focusing on, due to these two being neglected for the past few months of development.
For the past few weeks I have been preparing to exhibit at the Insomnia60 event. I have created merchandise for the game as well as work on the game by building levels and thoroughly play-testing. The exhibition was in Birmingham and lasted 4 days. We gathered a large amount of positive, as well as critical, feedback on the game and are currently working to improve and expand based on this feedback.
During the last month, we were primarily getting ready for Insomnia. I’ve been testing all of the levels that were going to the event and working on the Steam Greenlight trailer. I was working on the multiplayer end levels of the Insomnia demo. The trailer was super fun to make. From the initial idea to execution it was an amazing experience. Reuben and I even had to voice the characters, so we went to a recording studio at the university with Luke and had to make a lot of weird and fun sounds in order to give personality to our characters. From running, jumping and landing sounds to being happy, scared and excited! (You can hear some of Reuben’s sounds at the end of the trailer). Afterwards, we were setting up the movement of the “main character” in the trailer and the different background animations that you can see behind him.
I’ve been mixing and mastering some of the music I’ve composed so it could be used in trailers and implemented in the game. We decided it was about time we gave our magnetic friends voices, so Dimitar, Reuben and I headed over to the recording studio and started to bring Tess and Newt to life! I’ve made more sound effects and created the Steam Greenlight trailer with Reuben and Dimitar. I had to create a soundscape and compose, mix and master a piece of music just for the first part of the trailer. It’s been a busy month! You can hear a bit of everything in the Steam Greenlight trailer below.
Over the past two weeks I’ve continued working on levels for the game. The levels are currently entering the final tier of development, meaning final amendments and camera work is all that remains. In addition to this, I’ve been working on sprites and animations for the editor icons. These icons give the player a better indication of an object’s visuals and functionality.
Over the last two weeks, I have been focusing on implementing a new camera system. The new camera system combines the two previous implementations of the camera so that they can transition between the two. I have tried to make the new system more versatile and robust, however I have ended up spending a lot of time fixing the issues this created. I also worked on implementing local multiplayer functionality, combining the use of controller and keyboard and allowing the player to select from them. As a part of this, I have added a new library to the project to access the more script oriented implementation of Xbox 360 controller support and created a helper script to easily use the input.
I have been working on the level editor user experience. We found that users didn’t understand what the gates did, so I started work on an animation system which gives the user a visual representation of what each gate does. I also changed the system to show a custom string rather than what the object was called in game. Lastly, I added a system that allowed the user to remove all the popups from the screen, allowing more screen space to design levels.
Recently I have been working on adding some polish to the game through features such as the start up screen. I’ve also been replacing some of the placeholder models such as the checkpoint and camera. I combined the saving systems into a single class so that all the save data can be stored in a single file.
The past few weeks I have been working on the promotional items such as posters, business cards, stickers and t shirts. This included developing the logo and name of the game. I have also been polishing some levels in the mean time.
In the last two weeks I worked on polishing and finishing levels. Using the level backgrounds, I arranged the level scenes so that they fit the story of the level that I am currently working on. In this case, this is supposed to be a level damaged by acid. We are trying to portray story, ideas and feelings using the backgrounds in each level.
I’ve been working on a trailer for Flux8 that we can take to events. I’ve also begun working on a second trailer which we’re hoping to use for Steam Greenlight.
Don’t forget to check out the video below for a quick look at what we’ve done!
Over the past 2 weeks, I’ve continued producing level designs from concept to finish. I’ve also returned to programming and have developed a result screen on level completion. This screen displays which level the player has completed, along with level stats and trophies based on the player performance.
Over the last two weeks, I have worked on replacing the previous colouring system within the level editor. Previously, the system needed the user to manually type in the RGB values of each colour. Instead, I have made a new window which allows the user to choose from a preset collection of colours, as well as using sliders to adjust the RGB values and input hex codes to get desired colours. In addition to this, I have also made a new mechanic where the player can create a magnetic tether to objects within the scene and swing from them.
I created a new system for platforms to allow them to pass through multiple points, I also made it so the platforms can have several different behaviours, including looping, reversing and stopping at the end point. I have also begun work on a new camera system to make cameras work more consistently.
+ Bug Fixes
This week I worked on implementing the new door, as well as the new movable blocks. The door has a new shader, which makes it dissolve away and now bounces the player away if the door is activated with force.
Over the last couple of weeks we have started to focus more on polishing the game in preparation for it to be shown at Insomnia. To contribute to this, I have been going through some of the less used features and adding small changes to them. For example: I attempted to fix the polarity gate so it will force you out from the opposite side that you entered. I also added a health indicator for when the player is being hit by a laser, so they can see how long they have before it kills them. In addition to these changes I have been adding the new animations for the magnet that Dimitar made, which involved splitting the animations up in Unity and also adding some new logic to the magnet animators to handle the jumping and landing states.
For the last couple of weeks I have been working on producing more assets and pushing the level art further, in order to meet the new art choice. I have also worked on producing several shaders that can be used for new doors and checkpoint system.
I’ve been working on the posters and logo for the game. I have also started polishing some of the levels which will hopefully be in the final version of the game, although they may go through some iterations of improvement. The poster is trying to represent as much of the game as possible. The breaking of the wall suggests they are trying to escape and the cameras represent the players view as they are viewing the game from camera footage.
For the last two weeks I mainly worked on in-game animations. I started by making some background animations that explain how a magnet is made in the game world. After that, I fixed and refined some background animations that we already had in the engine. Once I’d finished with the background animations, I moved on to the character animations. We decided to give some personality to our two characters by giving them different animations. After a small meeting to decide how each of the characters is unique I started animating them. I made six animations for our “red” character, six for our “blue” character and four animations that they both share. Then I worked with Reuben to put them in the engine and have them work properly. Currently I am rigging and animating the shark.
I’ve been recording and synthesizing sound effects for the game. Most of the sounds are either for heavy machinery in the background of the level, hazards or liquids. If this is the kind of thing you find interesting, I’ve written a blog post about it called The Sound of Magnets: Sound Design
As ever, you can see more of our work in the video below!
Over the past 2 weeks I’ve continued working on level designs. During this period, I’ve begun bringing external people in to test the current levels as I make notes on their thoughts about the level and any problems they encountered. These notes have been collated and the required amendments are being performed.
After coming back from a week long holiday, I have made several updates to the game. Firstly, I added several ramps and curves, as well as a new system for dragging custom ramps in the Level Editor. I also made a teleportation system where the player enters at one node and appears at the other and vice versa. Since coming back, I have also made new alterations to the Level Editor to allow magnet pads to be placed with variable width, as opposed to the multiple pre-set widths as there were previously. After discussion with the team, we decided to implement local multiplayer into the game. As such, I have begun working on a cooperative multiplayer mode for the game.
+ Bug Fixes
I’ve been working on the connector disable system. This system allows the level to be less cluttered. I then worked on the visualisation system, which gives players an indication of where they are placing objects in the level editor. Finally, I implemented the physical line renderer. This basically gives the player a visual indication of what each button activates within the level.
Recently, I have moved away from working on the menu while I wait for new assets so I can update the level select screen. However, I did manage to add animations to the menu before this, which makes transitions smoother and switching between scenes more seamless. Currently I’m fixing bugs and finalising implementation of a feature which was started but never finished: the laser. This will be used by the player to activate a new kind of trigger. They must be careful though, as staying in the beam for too long will disintegrate their magnet.
For the last 2 weeks I have been focusing on improving the visual aspects of the game. The main visual change this month was a decision to add more colour to the backgrounds, as well as create more interesting composition within the levels, using light and particles. I have also been redesigning the movable force blocks, in order to make them more interesting.
I made some more UI art for the game which includes the level select and the level complete menus. All the menus will have effects on them later in the Unity project, such as distortion and pixelation to look retro. I also designed a few art styles and worked on optimising some of the levels to have lower draw calls.
During the last week I made slightly easier levels for the co-op campaign that we are working on at the moment. I also made different sizes of prefabbed backgrounds to help the other designers on the team when polishing the levels. They are essential to us now, as having backgrounds that you can quickly place around the level makes our work easier and faster. Afterwards, I started exporting my levels from the in-game build editor to unity, so that I can set them up properly and ensure they work as intended.
As always, you can check out the video below for a quick look at everyone’s work in action!
Over the past 2 weeks I’ve finished working on the alpha of the menu and pause screen interfaces. I have now moved onto level designs for the magnet game. The typical design process for a single level goes through idea generation, drafting, building, quality assurance and finally refinement.
In addition to this I’ve also been assisting Luke in the recording of various sound effects to be used in the game.
Over the last two weeks, I have been working on adding new features to the level editor. I’ve finalised the camera system in the editor, hopefully making it easier to setup cameras in levels and streamlining the production pipeline. I also added a favourites menu to make it easier to find commonly used objects. Outside of the editor, I added a new system to track the player, putting a floating indicator above their head. I’ve added a new death animation to the player using particle systems to make a disintegration effect. I’m now re-introducing the checkpoint system into the game, allowing players to die without having to reset the entire level.
Now that I’ve finished working on the AI, I’ve been creating a rail system which the magnet parts and moulds get transferred on around the forge. The parts are enormous, multiple time the size of the player.
I’ve been working on improving the visuals of the menu by adding different image effects, such as noise and lens aberrations, to add distortion. This has the effect of making the menu look like it is on a old television screen. I also changed some of the functionality of the menu including tying the sound options into the audio manager created previously. Right now I’m implementing customisation options for the player, including a menu to select different accessories which will be unlocked by completing levels and earning achievements.
During the last 2 weeks I have been heavily focused on optimising the assets and textures within the game in order to increase performance. All assets in the game have had their polycount reduced, as well as being placed on one large atlased texture. This erases the need for multiple textures and materials. I have also been modelling an ‘acid shark’ to add some interesting background visuals to the game, instead of everything being static.
I have helped unwrap models to an Atlas map (one giant texture sheet that fits all the textures on, resulting in less draw calls). I also built the sprite atlas map and applied these maps / new prefabs to the unity project. Furthermore I polished another level and worked further on the optimisation of the game so the game can be run on lower PC specs. This included replacing the blocks with one giant block (Less polygons) and replacing the textures with one giant texture (Less materials).
Over the last two weeks I have been working on levels and the new “cosmetics” system that we are creating. I have been making assets such as hats, glasses, headphones and even a shuriken. The idea is to provide a certain level of customization to the player, so we are trying to think of interesting stuff that the magnets could wear. Apart from modeling those assets, I am still making new levels for the game. We recently had some feedback from tutors and playtesters and decided to add some easier levels at the beginning of the game, as most people felt that the first few levels are more challenging than they should be.
This week we had discussions on how to increase the overall sense of reward and satisfaction while progressing through the various puzzles we have made. We have decided to add a series of fun cosmetic items that the player can collect assuming they find all the hidden secrets in a level.
Both myself and Dimitar have spent the last week modelling and unwrapping possible cosmetic items for each character while Reuben has been focusing on actually implementing them into the game.
Since receiving some feedback after a few playtests of the first chapter, we have decided to make adjustments to the overall difficulty curve when the second character magnet is introduced. This is mainly due to the fact that players were finding we had given a lack of practice with both magnets and switching between them before throwing them into harder puzzles.
Since the start of January, I’ve been composing music for Attraction. Due to the game’s unusual theme and style, there’s been a lot of trial and error involved. It’s been quite a slow process and I don’t really have anything final to show off right now, especially as I’m primarily working as a Web Content Producer and have to dedicate time to that too. I did, however, take some time out last week to record some sound effects (with the help of Liam). Right now I’m processing these sounds so they’re as clean and polished as possible before Matt implements them into the current build.
Once again, you can watch the video below to see what we’ve been up to.
I’ve been re-skinning the game’s menu system and UI to better fit the visual style. I’ve also been implementing additional functionality to the menus and testing the interfaces at different aspect ratios.
Over the last two weeks, I have been working on the Level Editor. I created a new bug tracking system using Google Forms for other members of the team to report bugs and request features. I’ve overhauled the User Interface of the Level Editor to the specifications I was given and built a standalone version of the editor to make it portable and usable outside of Unity. I also completed a new path finding system and added a new robot hazard which will hunt down and kill the player. I’ve now started work on a new system within the Level Editor to allow people to configure cameras and simplify the process, hopefully streamlining the level development pipeline.
I worked on a rag-doll effect for the lights which hang from the ceiling. This is currently a prototype which needs texturing and some minor tweaks. I’ve also started creating an AI system to make the game look like it’s lived in. The AI are given a course that they have to complete, but they don’t all behave equally. Some are faster, some jump higher, and some forget to jump and fall… who knows where they end up?
Last week I started programming a mechanic which allows the player to change the polarity of the magnets and magnetic objects by passing through a field. Using this mechanic, magnets will be able to repel each other in order to make larger jumps. At the moment I’m creating a level to test the new mechanic. This will help me to understand the type of puzzles we can make using it and also allows me to spot any bugs.
For the past two weeks I have mostly been working on my submission for the Rising Star competition. However, once this was finished I began building assets for Attraction, before passing them to the other designers so they could use them to decorate the existing levels. Assets that I built include a modular pipe and rail system, crane pieces, valves, support beams and various other decorations.
I’ve been working on the aesthetics of the first fifteen levels in order to reach to a more polished stage. This consists of placing objects and animations in the background and foreground to give the game more depth. I have also created a few signs in Adobe Illustrator that can go in the background as 2D sprites.
In the past two weeks I have mainly been building levels. After the previous merge, there were some levels that needed fixing.but once I finished with them I continued making new levels based on the plan we have. While making new levels I always keep in mind that I need to ramp up difficulty exponentially. This increase happens by adding more challenging puzzles and testing the players level of knowledge on the mechanics of the game, or even adding new mechanics. It is a hard but engaging process as each puzzle needs to be different from the others and most importantly, fun. That is why usually after I finish a puzzle, our lead designer, Sam, plays it and if the level is approved it goes to Harry who builds the environment around and behind it. After I send the level for polishing, I begin another one.
Over the last couple of weeks, I have been developing and iterating a series of levels that will be found within the second chapter of the project. The first five of these levels focus on introducing new concepts such as magnetised moving platforms as well bringing a more logic based approach to figuring out puzzles, as I’ve been actively avoiding focusing too heavily on platforming.
During this time, we have also seen a few iterations in regards to how the characters directly interact and react to each other’s polarity, thanks in no small part to one of our programmers Reuben. As a result, the next 5 levels have started to explore this and how it may affect moving about the environment in new unique ways
I’ve also taken a break from developing levels to create a few background assets to be added to each level during the polish stage, as what is shown above is only currently prototype levels.
That’s it for this Devblog. Check out the video below to see some of our work in action.