★ TouchArcade needs your help. Click here to support us on Patreon.

Upcoming Platform Game: Suzy Cube

04-13-2018, 10:20 AM
Suzy Cube Update: April 13, 2018

Sorry, folks, tiny update this week as it's my wife's birthday today and we are throwing a big party. I've, thus, been running around a lot this week gathering supplies and have to get back to prepping the house and the food and the drinks and myself, etc.

So, on that note, what have I got!? Simply put, this week has been an extension of last week's work to make better use of power-ups throughout the game. The big difference this week has been the focus on the Invincibility and Magnet power-ups. Unlike the power-up hats, which stick with you as long as you don't get hit, these other two power-ups are temporary. Because of this, they require situations to be set up to maximize their use. In some cases, I adapted bits of levels which already worked well for this and in others I had to add new, often secret, areas to showcase them.



Which brings us to the other thing I did this week. As I've been going through the game's levels, I've been taking the opportunity to add more secret areas to discover. Some are as simple as hidden balconies off the back sides of platforms while others are whole secret rooms! I hope players will have a good time discovering these!

Okey dokey! I've rambled long enough! I've got to get back to prepping for the party!
Thanks for checking in and see you all next week.
04-15-2018, 08:39 AM
Joined: Feb 2010
Posts: 641
I was just wondering if this game has a story to it?
Can you talk to characters to complete quests etc?

Thanks

04-15-2018, 08:37 PM
Quote:
Originally Posted by gemineye62 View Post
I was just wondering if this game has a story to it?
Can you talk to characters to complete quests etc?

Thanks
I don't know how familiar you are with the 3D Mario games, but this game is definitely more in the 3D Land, 3D World vein of games rather than the more open ended games like 64 or Sunshine.

So, light on story and level based rather than quest/mission based. I just felt the straightforward nature of advancing from stage to stage simply fit the mobile platform better.
04-20-2018, 02:41 PM
Suzy Cube Update: April 20, 2018

Sorry for the late update, folks. I wrote my blog post about three hours ago but then found myself diving back into some work before publishing it... Anywho, here we are!

Let's see... First an update on the UI. I had a lot of back-and-forth with Noodlecake, throwing some mockups at each other this week. Since things are more in flux than I had previously thought, I want to continue to hold off before showing off their progress. Stay tuned, though! I promise!... Eventually...

Otherwise... I spent the week making the very last edits to levels before locking that sh*t down! As we discussed dates this week, I committed to no longer touching the levels for the sake of it after today. From today onward, any changes made to levels will be done specifically to address bugs found in playtesting! So, what has this entailed?



Well, a few last minute secret coin caches, of course! Especially in the Secret World stages (yes, I'm calling it the Secret World now to better differentiate it from the Special Stages)

Also, I spent the bulk of the last couple days fixing up the falling waterfall logs on Level 3-4.



Changing the setup was deceptively complicated but it was my last chance to fix the only issue I had with the stage. It's one of my favourite stages from a visual point of view and it really bugged me that, depending on the timing with which players arrived at the waterfall climbing sections, they could be stuck waiting for several seconds for a platform to drift by. Not to mention the old patterns could even leave players stranded if they took the "wrong" platform up. Well, no more! And, while I was at it, I also fixed a bug in Unity's CharacterMotor so Suzy doesn't teleport along with a moving platform if its position jumps a large distance!



Hurray for waterfalls!!

Finally, I continue to work on bug fixes and addressing polish issues I've had in the hopper for months (or sometimes years). For example, I changed up how the buzzing sounds of the bees are handled so they are more consistent and less grating!



Well, that about does it for this week! From now on, I'm all bug fixes and Noodlecake support!
I see a light folks! A LIGHT!!!
04-27-2018, 11:06 AM
Suzy Cube Update: April 27, 2018

I'll try not to be too verbose this week cuz I've got some important stuff to get to...

Since Noodlecake is swamped with the UI redesign and multi-platform support, I'll be handling the end-of-world interstitials myself after all. Here's what that's gonna look like.



The cork-board background idea came to me based on... You know what? I think I'll let you guys find that out when you play the game!
So, given this development, I've been drawing a lot this week.



UI wise, I think I've been holding out on you guys long enough!



HA HA... It still needs a lot of visual lovin' but I think it's already a step up from what I had ^_^

Here's one fo the latest mockups to show you where things are headed, visually.



It's a pretty big paradygm shift from the old grid-based layout, but I think it's a good direction. The biggest advantage is that extra level information, like the level description, best completion time etc. can now be displayed right on the panel instead of having to show it in a pop-up. This saves the player a click when hoping into gameplay! Yay!

I think I kept that pretty brief! Okey dokey! More drawings and UI next week! See you then and thanks for checking in!
05-04-2018, 09:38 AM
Suzy Cube Update: May 4, 2018

Happy Star Wars Day everybody! No real update this week as I've got to get some important stuff done before the weekend. See you in the next one!



If you're still reading, I guessI owe you, at least, a small update ^_~



So, as you can tell from the image , I've been continuing to work on interstitial illustrations. Related to this, I've also set up the logic for presenting them in game and set up dummy scenes for all the interstitials using placeholder text to tell them apart.

I've also been working on presenting the tutorial graphics over gameplay rather than in a separate scene before loading the first level. I'll have to make adjustments to the graphics and their placement, but I think it was a really good call on Noodlecake's part to suggest this.

Ok, that's really it for now! We've got milestones to hit and I've got to get back to work!

Thanks for checking in and until next time!
05-18-2018, 12:59 PM
Suzy Cube Update: May 18, 2018

Hey, everybody! First of all, sorry about skipping out on all of you last week, but I was busy climbing South America's highest tepui (flat top mountain)



It was a 6 day trek up and down and took us across a variety of terrains. A true adventure.

Ok, back in civilization, though, it's been a heck of a week for Suzy Cube as we've been in a mad dash to cross T's and dot I's.

An unfortunate mishap with our graphic designer over at Noodlecake put me in charge of helping out with some asset gathering including taking screenshots for the various digital storefronts. Over at Noodlecake, they suggested I send them clean, HUD free screens which they could then resize for the various formats. Instead of doing the old 4 finger salute on my Mac in order to grab the shots, I did a bit of digging and found Unity's "CaptureScreenshot()" function. Not only was I able to build a small utility which would allow be to save screenshots straight to disk with the press of a controller button, but I was also able to save them at 4x resolution on each axis! Plenty of breathing room for cropping and resizing!


Full Size:
https://2.bp.blogspot.com/-FOYg0HVvp...Boss_Large.png

Once I got them a pile of screenshots to choose from, they got to work adding a facsimile HUD and cropping to the right dimensions.





Good stuff!

I also went through all the game's level's to create little representative diorama style shots of each one for use in the Level Select menu.



And, as you can see, the menu is lookin' pretty darn slick and is only a few bug fixes away from being done!

Finally, I've been continuing work on the interstitial images.



Unfortunately, the guy who got hurt was the one who was spearheading the whole animated intro/ending initiative. With no word yet on when he'll be available again, we may have to fall back on more of my artwork for these too. We shall see.

On top of all this, it's been bug hunting, bug fixing, hair pulling and teeth gnashing! Things are building up to... something... And we are all really excited and terrified!

Next week will, likely, be more of the same as we continue our push to wrap things up! See you then!
Today, 08:10 PM
Joined: Apr 2010
Location: California, USA
Posts: 4,955
So, what’s the deal on this game? It’s been “upcoming” for at least 3 years so far! When is it going to be finally released, if ever? Seems like you are competing with Fugl for the longest time to be released ever! 😒