Friday, March 31, 2017

Devlog: Serious Scramblers #03

Managed to find some time to add in a few things.

Coin collection:

Also, here's the title!

Thursday, March 23, 2017

Devlog: Serious Scramblers #02

Haven't had an update in a while (no thanks to having to teach a holiday camp).
Anyway, I managed to spare a little time to add drop-shadows to the various entities. Here's how it looks!

Next up: collecting coins

Thursday, March 9, 2017

Devlog: Serious Scramblers #01

Lately, much of my time is spent working on Fates & Constellations (and to a much lesser extent, Spacejacked). That said, I've managed to sneak in a couple hours of development a week on a small project based on a game called "Rapid Roll" on my low-end Nokia phone.

The objective of the game is simple - moving your way down elevating platforms and avoid getting pierced by the spikes.

So far I've gotten a prototype up and running (seen above). There's still much to be done, as there isn't any form of level progression at this point. Please look forward to future updates!

Wednesday, March 8, 2017

Devlog: Fates and Constellations #18 - Split label removed

Each level in the game is to be cleared within a certain number of splits. Till now, we have been relying on displaying a number on the top-left corner of the screen to communicate to the players the number of splits remaining - it proves to be fairly ineffective (few people notice the label, much less read it while solving the puzzle).

Consequently, we're trying a different approach to displaying the split counts, as featured below. We'll need to test this.

In other news, our artist who's previously worked with us on Spacejacked has offered to help improve the looks of the game. Early mockups seem promising. It may be a while before we're done with the graphical upgrade, but we look forward to showing it to everyone once it's ready!

Wednesday, March 1, 2017

Devlog: Fates and Constellations #17 - Tweaks

Before proceeding on to adding more content, I thought it'd be a better idea to address some of the feedback we received during playtesting.

One of the minor changes we've made was to reduce the size of the nodes hoping it'd look better.

Before & After:

Another change we added is even more subtle. It has to do with the amount of time you have to wait for the lines to reach the edge (after the final split) of the game area before the level restarts. To fix that, we gradually speed up the line after the final split.

Here are the gifs for comparison: