I had a couple days carved out of my week, so not a huge update. What I did get around to was completing decoration work on Level 5-2
I'm also about half way through decorating level 5-3.
This means I'm almost done decorating all of the game's levels! We're going to have plenty of nice polished content to show off at GDC this year!
Speaking of which, I had a really productive call with Noodlecake yesterday to discuss our plans for the conference. We want to make sure we'll be showing folks some cool new stuff like levels which we haven't showcased before as well as some of the forthcoming changes to the game's UI.
That's actually it, really. With Monday off due to Carnaval and spending a big chunk of Wednesday making truffles to surprise my wife on Valentine's Day, it's been a bit of a Suzy light week.
Keep checking in as March rolls in to follow us on our journey to GDC 2018!
So, continuing the decoration work from last week, I'm almost done with Level 5-4!
Once I finish decorating the level and optimize the lightmap, that'll will be it for level decoration!! OGM, this is happening!!
It's been taking me a weirdly long time to decorate this one for whatever reason.
For future projects, I will definitely invest more time into front loading and automating the sort of rote, mindless decoration tasks in order to get levels to a shippable state without so much tedium.
I also worked on our GDC debug menu!
In addition to allowing us quick access to some hand picked levels to show off (blurred out because I haven't decided what these will be yet), this year's menu also gives us a big fat PLAY button to simulate a first time play experience. This will be perfect for handing the game to new players at the conference!
I also added functionality which should, honestly, have been there from day one. We can now enter the name of any scene in the project and hit the load button to load it up! Very handy for debugging, footage capture, etc.
Other that some not-so-notable bug fixes, that's been it for this week. I'm off to finish decorating Level 5-4. Have yourselves a great weekend, and I'll see you all next week!
Wow! Sorry about this late post, folks. I literally forgot about it until right now! Ok, so what have we got!?
Well, this week was more of a refinement week for me. Lots of time spent in all the game's levels making improvements.
Lots of levels simply got extra coins. Hey, they are fun to collect and help ensure players have plenty of lives for tougher levels.
Without really planning to, I found myself adding a lot of rotating groups of coins. I think I like how they catch the eye and can add a little life to otherwise plain platforms.
I also had a look at all the lightmaps in the game. A number of them needed optimizing, so I rebaked them.
Now all the levels have nice tight lightmaps! I wanna get the most out of my texels, baby!
Oh! And, get this. While running around the game with the Double Jump hat, I discovered that the final challenge in Level 5-1 could be skipped entirely!
I had to widen this gap to the goal in order to prevent players from simply jumping over to it without defeating the Skull Bullies. I found some other spots here and there in other levels where the Double Jump could get Suzy to, kind of, out-of-bounds spots, but for most of them, I just hid some coins there and left it at that. After all, I don't want to discourage exploration and experimentation. This Level 5-1 bypass, though.. ya, that had to go. ^_^
The good folks at Noodlecake put me in contact with the cool beans from One Simple Idea who will be handling the game's trailer for GDC. I'm very excited to see what they come up with!
Which reminds me... Holy crap! It's March! GDC is only a few weeks away!!! AAAH!!
I hope I'll see some of you there, but for now, I'll see you next week!
GDC will soon be upon us! So how goes the prep work?
So, as you can see here, I've gone ahead and picked the three levels we'll be showing off on the GDC debug menu. They are a good mix of visuals and gameplay while also being levels that haven't been shown off in video yet. I hope folks get a kick out of them!
Though our new menus won't be ready for GDC, I spent some time this week capturing screenshots of all the game's levels to use as backgrounds in the new Level Select Screen.
Worse comes to worse, I'll be able to show off the great mockups Noodlecake have already produced for the new menus.
On the trailer front, we got to see the first rough cut this week. It's not ready for the public yet, but I'm diggin' it so far. I'm very excited to see the final product and to show it off to all of you!
Finally, I've been continuing to fix bugs and make small improvements across the game. A friend of mine played through the first two worlds on the weekend and I ended the session with a small list of observations which turned into work items for this week. The biggest of which was a pretty sizeable redesign of the start of Level 2-S.
It's one of the game's special stages so I've blurred it out.
Basically, the level is broken up into four little timed puzzles. My buddy really struggled with the first puzzle, needing to reattempt it several times before, finally, progressing past it. Funny thing is, once he beat the first puzzle, he completed the whole level, all three remaining puzzles, in one go! I had to force him to try again the last couple times which tells me the first puzzle was simply much too obtuse. Hopefully my changes have remedied this situation!
Well, there we have it! Only one Friday update left before I'm off to GDC. Things are heating up!... No.. like, seriously, anyone else getting really hot in here!?