This member has provided no bio about themself...


No images, videos or audio files have been added to this gallery. Join now to share media with the community.

RSS Feed My Blogs

So this week, there hasn't been much additional content added or tweaked this week. I've mainly been polishing and debugging the game ready for release on August 14th. I had foolishly believed the game was ready on Monday so I created all the packages and started work on generating all the footage for the new trailer only to find an embarrassing number of bugs. That'll teach me!

One thing to mention is that I got the Android version running on my tablet. Here's a short video of it running. As you'll see the normal mapping shadows run well and I'm very happy with the frame rate.

Trapped in the Sky - Weekly update - Android - Indie DB

I had some feedback from a fellow developer which have helped me a lot so I'll share them here:


"Looking at the latest video, the game currently contains a lot of walking around looting rooms. It seems quite repetitive to me and might not encourage multiple replays. One way to change this would be to have most of the cells open, and contain fewer loot-able objects. Instead increase the likelihood that the player find something when objects are looted."

I agree each play-through will be similar, essentially each one has the same objective: find the escape pod and repair it. I am confident the hack system and the crime type add enough variety to change how you play through each run. One thing I am considering is to unlock all the crimes from the start, rather than unlocking them by completing a run. This would instantly give the player 5 different abilities to play through the game with and could encourage more play throughs when the player is still new to the game.

I'm reluctant to change the looting system as I actually think it works quite well as you get further in the game. I play with an intensive looting bias, but you don't have to play it this way, there is nothing stopping the player searching through the map to find a more useful section.


"Also, having an AI or two walking around in each area makes the game more intense. Now the player can see and avoid them. Have them stay away from rooms that connects to other areas to ensure that the player can travel around without too much trouble."

I totally agree with this and I've already increased the number of A.I. generated in each map.


"I don't know if you are already planning to change this. Some walls are colored black, although I would assume that the character is able to see at least part of them since they are close and in the same room. This looks a bit weird to me. Showing them to the player would make the game a little less black without spoiling anything."

This is on my beta-four list already. I felt the wall and object visibility code needed a complete re-think before I attempted to fix it. I have a few ideas, but I want to roll them around my head before I start messing with the code.


"Your 2nd death in the video shows the AI killing the player from outside of the screen. This isn't exactly fair to the player in my opinion. In most top down games like these the AI cannot detect the player until they are quite close, unless the player uses a weapon. You could also add in a sneak walk to allow the player to move even closer without detection."

Stealth was an element of the game I had already implemented. I just hadn't balanced it until now so the A.I. was "hearing" the player from the other side of the map. The stealth system still needs tweaking and I'm planning on introducing a stealth suit 'hack' and crime into the next beta to expand on this system.

I've also adjusted when NPCs shoot the player. Previously the sprite just had to be on screen, even by a pixel, but now I've adjusted it so the enemy has to be further onto the screen until firing.

Before I go, just the usual cheeky reminder that beta two is currently available for free via Beta three will be available here from Friday 14th August.

Start a group Groups
Android Fans

Android Fans

429 members Hardware & Tech

If you are a Android user, lover, developer... don't wait, join us!

Cat lovers

Cat lovers

596 members Fans & Clans

This is a group for everyone who likes cats, and wanna have a look at some cute/funny cats.

Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Offline Since
Oct 6, 2015
United Kingdom United Kingdom
Member Watch
Track this member
Activity Points
7,472 of 534,948
0 members
Time Online
10 hours
Site Visits
Profile Visitors
3,305 (4 today)
Private Message
Send Now
Members Only

Latest tweets from @ched1980

RT @AppGameKit: AGK 2.0.15 Beta is live, read more here;

1hour 58mins ago

@rickvanner see you guys at Play EXPO on Saturday :)

10hours 11mins ago

RT @leapappsuk: Work on #retrogaming Platypus Peril coming along nicely. All hard coded for collisions and physics. #indiedev #leap https:…

Oct 3 2015

I liked a @YouTube video Starship Warzone Demo 1

Sep 18 2015

@GameDevsLikeYou I get distracted by new game ideas.

Sep 15 2015

@GameDevsLikeYou I build them in as I go. I see audio as important as visuals.

Sep 14 2015

@GameDevsLikeYou @Akselmo both, definitely. I love those things in games, plus cheat code help out development too.

Sep 6 2015

@GameDevsLikeYou pretty much all of it. I'm just starting the long hill climb of a new project.

Sep 5 2015

I designed a small part of this: Lisa Pathfinder: Gravity quest set to go into orbit

Sep 5 2015

RT @leapappsuk: Come on over and check my #Facebook page for some #freebie press the #likeit button :) #indiedev

Aug 22 2015

29_games friends since Jul 29, 2015
MagnusEsko friends since Jul 29, 2015
Team_Space_Kitten friends since Mar 6, 2014