I wanted to take the time to wish everyone a great holiday season, and to thank all of you for coming along with Suzy and myself on this great journey!
Another light update this week with a bit about Level 3-2 which I mostly worked on last week and a bit about Level 4-2, visible above, which I started building this week.
This week I started building Level 4-1, added a couple new variations to the basic Skull enemies and implemented some odds and ends off the old to-do list.
Welcome to the third and final article in a series examining the camera system used in Suzy Cube. This series dives into several aspects of the game’s camera system with each describing a particular set of features. These articles also follow the chronological order in which the features have been implemented into the camera system.
Welcome to the second of three articles in a series examining the camera system used in Suzy Cube. This series dives into several aspects of the game’s camera system with each describing a particular set of features. These articles also follow the chronological order in which the features have been implemented into the camera system.
Welcome to the first or three articles in a series examining the camera system used in Suzy Cube. This series will dive into several aspects of the game’s camera system with each describing a particular set of features. These articles will also follow the chronological order in which the features have been implemented into the camera system.
I was, unfortunately, plagued with continuing internet troubles this week. We’ve now been eight days without connectivity and I’ve resorted to posting this through a neighbour’s WiFi.
A bit of a weird update for all of you this week. I've recently returned from a month long vacation to Canada and have since been hit by a slew of distractions. I have still managed to make a bit of progress on Suzy Cube but not as much as I would have hoped.
Boss levels should be a cinematic way to test your player's skill. But what happens when your boss level is too hard and its goals unclear? This Lessons From Suzy Cube article will compare the design of two boss levels from the game in order to illustrate the difference between a level which adequately uses behaviour reinforcement to prepare players for the battle ahead and one which fails to do so.
This week, I, finally, completed the design of the World 4 boss level, fixed some more bugs and also started the paper design for my first regular level in a while, Level 3-1.
Ah, the palate cleanser, that bit where a game throws you a curveball for the sake of variety and to keep you from getting bored.
In this post, I want to discuss what I think makes a good palate cleanser versus a bad one mostly by contrasting the shoot-em-up inspired sections of Rayman Origins (2011) to those of Rayman Legends (2013).
No more distractions for a while! I've finished the work I was doing for the Embassy and can now fully commit to Suzy again. Finishing said work, though, means this is going to be a slim update.
I didn't expect to have an update for you this week, but I do! The work I was slated to do for the Embassy had to be pushed back allowing me to get some Suzy work done.
Another boss level in the test queue, more and more feedback coming in from testers and some spiffy new environmental effects! A pretty good week overall.
Wow! Crazy day! I'm so sorry for the super late update, but the internet's been out almost all day! I'm glad to finally be back online, though I have to say, not having internet access sure made this a productive Friday!
Friday, already!? I almost forgot to write my update!! This week was spent on bug fixing, refactoring things and getting things ready for the game's final level!
And we're back! So, after getting back from the Game Developer Conference and, essentially, taking a week off from working on the game I jumped back in the saddle this week.
I've recently been playing Rayman Adventures on the new AppleTV and, as a fan of the previous two mobile runners and the console games, I wanted to share some thoughts concerning the controls in the game.
What a week! Man, what a week! I have never felt so vindicated in my life! Folks really seem to like Suzy Cube, including TouchArcade's own Jared Nelson who you can hear me chatting with in the video up top.
Prettying things up and getting ready for GDC! This week has been all about finishing up work to get the game show ready in time for the Game Developers Conference in March.
This week, I concentrated on background tasks. Ha! I've been working on backgrounds... funny! I also spent all of yesterday doing something really stupid that felt so good to finally do!
In this Lessons from Suzy Cube article, we are going to look at a section by section breakdown of one level currently in development for the game. Let's dive in!