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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: Lisandrolorea.com.ar

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  (20 - 30 of 33)
hakaru-x
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
norton2
norton2 May 14 2010, 3:08pm says:

Even Midtown Madness.

+3 votes     reply to comment
somegamer
somegamer Dec 7 2009, 3:38am says:

NFSMW on DS: I played that. The touch screen was effed by the engine and the game wasnt even close to the pc & ps2 games.

+1 vote     reply to comment
Gary_McTaggart
Gary_McTaggart Nov 22 2009, 12:13am says:

"License: Commercial"

I imagine how high would be price for so... versatile engine! xD

+2 votes     reply to comment
feillyne Staff
feillyne Mar 21 2010, 7:28pm replied:

999 trillions.

+4 votes   reply to comment
FPSGamer
FPSGamer Sep 23 2009, 9:42am buried:

(buried)

"This is not a _real_ game engine, this is a generic placeholder."

You guys are so lame for making fun of it or you are simply just too stupid to read lol...

Peace

-7 votes     reply to comment
GameGuy99
GameGuy99 Sep 13 2009, 5:52pm says:

how do I get it?

+4 votes     reply to comment
f0rqu3
f0rqu3 Apr 9 2009, 7:20am says:

lol engine is better

+4 votes     reply to comment
koekje4life
koekje4life Feb 25 2009, 12:49pm says:

This engine is the best engine ever!
(whoever gets the reference wins an internet cookie!)

+7 votes     reply to comment
bassi
bassi Jan 18 2009, 12:19pm says:

great engine, i made world of warcraft using this engine but then blizzard stole it ;)

+10 votes     reply to comment
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