This past week has been crazy busy for me. After IndieCade East last month, I came home with a lot of ideas for level design, new mechanics, as well as the overall structure of the game. I wanted to implement a lot of these features in time for GDC so that I can get some feedback to confirm I'm headed in the redirection, or make corrections if necessary.
As it turns out, because the project has gotten so big and so advanced at this point, that everything I'm adding takes an incredibly long time to implement. For example, a few weeks earlier, I was working on the water mechanics for the game. I had finally worked out several key design issues with water, and just had to sit down and write the tech stuff. The water itself was pretty tricky to begin with, getting redirection and gravity behavior correct, but what made it extra difficult was that it had to work with all the other systems I had in place.
And that was just one issue among many. Anyway, after many many late nights, I finally got a demo ready. I'm doing some last-minute testing, and there are still a few minor bugs, but the thing is more or less playable, and I'm really happy with it so far. It really feels like the game is starting to come into its own.
If any of you are attending GDC next week, and want to try out the demo, just let me know! I'll most likely be wandering around the convention center, and will have my laptop with me. Best way to reach me would be via twitter: @willychyr.
To celebrate getting a demo ready after many late nights, below is a completely new set of gifs and screenshots:
Looks cute :>
Damnit I wasn't logged in : Looks cute :>
Haha. Thanks, Richard!
Well down.
The new screens and gifs look really wonderful.
There is always new content on your Devblog even after the shortest of intervals, you certainly seem to be building your game at light speed ( no wonder you call it relativity ! )
Good Luck with the demo.
Hey, thanks oleomingus! I'm glad at least that progress seems fast to others. For me, it feels like it's going at a snail's pace, mostly because it's a lot of throwing things out and redoing stuff, so I feel like I'm forever designing the intro level. (It's all relative.... haha).