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Upcoming Platform Game: Suzy Cube

04-14-2017, 10:53 AM
Suzy Cube Update: April 14, 2017

Even lamer update that last week!

I, basically only worked two days this week as we have a house guest and we threw my wife a birthday shindig... blah blah blah, you don't care.. SUZY!

Ok, ALMOST done with Level 3-3 redesign...

I've got to try out a couple ideas for the last bit of the level to settle on which to go with. Remember, game design doesn't happen in notebooks and there's no substitute for puttin' it in the game and seeing what works!

I've been wrestling with a, still unfixed, crash which only happens on iOS and produces no error in the editor. Those are always the worse to debug, almost no info from XCode, no info from the editor, several minutes per iteration having to build/compile/install to the device each time... Ugh... Back to boardgames for my next project, maybe?

I had a call with another publisher this week as well, with a couple more to go next week. I should be in a good place to make a decision by then.

Oh, and big announcement no one is going to care about! I'm reorganizing my Trello board! I use Trello to manage my tasks, but for years now, I've been using it more or less as a to-do list. This week, however, I've rejiggered it into a set of time specific columns: "Current", "This Week", "Next Week", "April", "May", etc.

That's right folks, I'm scheduling tasks now!

This isn't about forcing myself to stick to some strict timeline as much as it's about motivating me to complete a more consistent amount of work each week. A nice side benefit is that I should start to form a much better idea of a release timeframe... WHICH I STILL WON'T SHARE PUBLICLY!

As I said... ANOTHER crappy update... Check in next week when I, hopefully, redeem myself!
04-21-2017, 09:47 AM
Suzy Cube Update: April 21, 2017

Been an interesting week down here... Things are.. uh... getting interesting...


Aaaanywho... Amidst all this, Suzy Cube continues to move forward. I spent several hours this week talking with publisher types. What I'm hoping to find is a good partnership which will allow Suzy Cube to be the best it can be while, hopefully, also bringing the game to as many players as possible by opening up the possibility of targeting more platforms. I won't have any concrete news on this for a while, but wanted to keep you all in the loop.

I, FINALLY, finished work on the Level 3-3 redesign.

Nothing much to say about it other that.. YAY! I can move on now!

I made these little mushroom decorators, perfect for forest levels.

You'll notice that with a little scaling and sticking them in a tree, they can look like those awning style mushrooms you find growing on tree bark.

I also made these star hint panels.

Their inclusion might be a bit controversial as I risk robbing players of "Ah-Ha!" moments if they are overused. In the example above from Level 1-2, a star is revealed if Suzy defeats all three of the nearby enemies. In this case, the hint is meant to alert players that a star can be found here without telling them how. I hope this will strike a balance between giving it away and players never finding the star at all. As with most things in game design, only testing will tell!

Oh... that damn crashing bug from the Unity 5.6 upgrade I ran into last week? Ya.. I think I found the offending script. If I comment out everything in the script, no crash... Problem is, I still have no idea how the script could possibly be causing the crash in the first place... I've only wasted three days total working on that stupid crash... not bad... At this rate, i should have it fixed in time for next Christmas!

Dang... Should have closed on the mushrooms or something... Ending on a crash I haven't fixed? What a downer!

Well... on that happy note! See you all next week!