#SuzyCube #gamedev #indiedev #madewithunity
This week's update is focused on level improvements and a bit of spruced up effects.
As I'm currently coordinating with Noodlecake to get them set up and contributing to the project, I decided to simply address simple bugs and cosmetic issues this week. I did, however, complete design work on Level 3-2, seen above. All that was needed was for me to add some collectibles and add the darkness gradients around the outside to complete the effect of spelunking into an ancient tomb!
Best Foot Forward
Winter wonderland |
I decided to start decorating some of the more solid levels of the game to the level of decoration found in the World 1 levels. First to get this treatment has been Level 1-4 (formerly 2-3). The level has been in good shape, design wise, for a while now so I felt confident getting in there and adding some decorative props. I also added and tweaked some camera triggers for a more polished experience.
Spring has sprung! |
Level 5-3 didn't get a decoration pass but I did give it some attention, adding more coins to the level to allow players more opportunities to earn extra lives.
Easy there! |
I also tweaked one of the jumping challenges late in the level which had been proving problematic with testers for a while now. Even I had a hard time avoiding the spikes in there old configuration. I think this new setup is much more fair.
Quite an Effect on Me
Finally, I spent a little time tweaking a couple of effects related to Suzy herself. One was Suzy's spawn in sequence.
Boingy boing! |
The change is subtle, but those little shockwaves as the Spawn Box bounces coincide with a bouncing sound which adds life to the previously silent sequence.
Suzy's death also got a little extra touch up for the first time since... Forever, actually! Again, the changes are subtle, but where the old effect only included the cubes, this new version has some extra little flourishes for good measure.
Ouch! |
Suzy's death also got a little extra touch up for the first time since... Forever, actually! Again, the changes are subtle, but where the old effect only included the cubes, this new version has some extra little flourishes for good measure.
That's it for this week's update. I've got some stuff lined up for next week, but I don't want to make any promises. Noodlecake and I had a Skype meeting to discuss scheduling and it looks like Monday will be devoted to getting them access to my project repository so they can download everything on their side and get it uploaded to their own local repository. Once we've confirmed we can both still build the game locally from the new project we will be scheduling a formal kickoff meeting for the project. Given that I have no idea how any of this is going to go, I can't really guarantee what else I'll get around to next week. No matter what, I invite you all back here to find out!
Can't wait to try your game...looking good!
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