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Blog RSS Feed Report abuse Latest News: Pichón - Dev Diary #008

About Pichón with 0 comments by noidexe on Dec 20th, 2014

Version en español:

Lots of work in the last few months. I've started working on the levels that will go on the final version. I've created 3 so far that work as tutorials mostly. I want to follow the philosophy of old classics like Mario and Megaman that taught you how to play the game with level design rather than with explicit tutorials. I think it's much more rewarding to discover how to beat the game than to be told every step in the process. There are many modern games with lots of explanatory text and almost zero "Eureka!" moments. So the only non-negotiable aspect of the game will be this focus on discovery and exploration. Everything else will probably morph according to player feedback.

On the technical side of things there is now a preloader so you don't have to watch a black screen until the game finished loading and a main menu screen with its own music theme.

PreloaderMain Menu

I also want to thank Cob Cris for creating the first playthrough which you can watch here:

Moving forward I will be adding more levels and making a big refactoring of all the game code which will make it easier to maintain and improve. I've also started work on the mobile version now that I have a decent smartphone to test in. Here's a sneak peek:

First mobile build

Detailed Changelog:

New Features:
- Added the first 3 tutorial levels.
- Implemented preloader and menu screen.
- Added a death counter. It tell you your cumulative deaths at the end of each level
- When you pick the last gem the camera will show you the location of the exit door.
- Added simple squash effect when Pichón bounces(final version will be fully animated).
- Pichón is moved to the respawn point and it flickers for a while after respawn. No more instant teleportation which was a bit confusing for some people.

Fixes and improvements:
- Added ogg alternative for all sound assets. Fixes audio in Opera.
- Updated to the latest version of Phaser with lots of fixes and improvements. No more tunneling on low fps!

Next Steps:
- Big Refactoring
- More levels
- Responsive design of all UI elements so everything works fine on web and mobile.


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Post comment Comments  (10 - 20 of 33)
hakaru-x Feb 18 2011, 2:09pm says:

the best engine ever

+8 votes     reply to comment
Jevuner Mar 17 2011, 11:57am replied:

unknown engine is very bad, imho

+8 votes     reply to comment
Gary_McTaggart Jul 20 2012, 2:34pm replied:

Please, give me a link to any professional publication which says it's bad, ok?

+3 votes     reply to comment
Darkkoril Jan 17 2011, 8:10am says:

This gotta be kidding! Unknown engine.

+1 vote     reply to comment
BeestkRome Dec 18 2010, 10:30pm says:

Why would you rate a placeholder? Is this storage area worth a 8.6, because they don't serve coffee?

+8 votes     reply to comment
hakaru-x Aug 12 2011, 2:56pm replied:

lold so hard

+4 votes     reply to comment
ThePinkMamaLuigi Dec 17 2010, 7:33am says:

Black Ops uses the IW engine!

+2 votes     reply to comment
TheOneandOnly Oct 6 2010, 9:17am says:

What do we do if someone builds an engine and decides to call it "Unknown"?

+5 votes     reply to comment
caspercool Oct 11 2010, 4:22pm replied:

What if they decide to call it "Custom build"?

+5 votes     reply to comment
keveen Oct 7 2010, 2:39pm replied:

If That happens, I promise that I will blow the world up.

+5 votes     reply to comment
feillyne Staff
feillyne Nov 17 2011, 1:45am replied:

That would be Unknown 2.0.

+2 votes   reply to comment
hakaru-x Jul 2 2010, 11:40pm says:

wtf is this a joke right?

0 votes     reply to comment
feillyne Staff
feillyne Jul 15 2010, 5:41am replied:

Wtf is this a joke that you don't know words 'generic placeholder' right?

+7 votes   reply to comment
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