Join Matt Eades, the new community manager at Digital Arrow for the first of the Momentum developer video logs! Every week you’ll be treated to one of these logs where we’ll talk about the game, art styles, development challenges and lots of other interesting bits.
This week we look at basic controls, creating momentum as well as maintaining it, scaling vertical surfaces etc; essentially a very basic overview of the the movement features. As we release more and more updates, you'll see how the gameplay will unfold on various levels and adapt to a large variety of challenges.
Enjoy the video and be sure to subscribe to our Youtube channel for weekly updates and more!
Please keep in mind that everything you see in the video is a work in progress. Things are liable and likely to change. If you have any suggestions, criticisms or ideas leave them in the comments and we’ll be sure to look them over. We always appreciate criticism and creativity!
We hope you enjoyed this update. If you would like to follow our progress, you can Watch the project or tune in with one of our community sites. Thank you for your interest and support.
Momentum is gaining some momentum.
It's up to speed.
Covering new ground.
Seems like we have a running joke.
RUNNING JOKE! Get it?! Running?!
If you need help with some of the audio, I'm in.
your texture and material quality on the geometry are outstanding!
So excited! I'm loving the concept of movement. :)
Seems like a very interesting concept. I can already see a large amount of jump and run puzzles to solve that way.
As for some creative ideas, you could experiment with some HUD feedback when you jump up a wall, so it doesn't feel so static. Something like a view bop or shake everytime you hit a wall. The effect should be subtle, so you don't make players nauseous, hehe.
Very cool stuff so far :) Keep it up!
Thank you for your suggestions! We actually have something similar in mind already. Basically, when the player runs, we'll have a slight camera bob so it doesn't feel out of place, and when he is bouncing off the wall there will be a sound/bob and perhaps even some particle SFX.
I'm wondering if your're going to implement some sort of "thing" that will show you how fast your going? Whether it be a HUD or a SFX or even a change in map colour; e.g. going blue to red, indicating surface friction, or "heat".
Are you doing something like this? If not, could it be another suggestion?
We will have that included in the HUD indeed. We'll showcase that in our next update!
We already have it, but it's very WIP. So we were sneaky and hid the HUD for this video. ;)
Are you going to be keeping the stark settings, or will they be fleshed out later in development? Either way I'm liking what I've seen so far.
We're going with mostly minimalistic style. There will be more variety to it thou. Stay tuned, as we'll provide a lot of interesting updates soon.
Looks awesome, hope there will be a linux port one day ><