Hello everyone and welcome to another iteration of the Demon Debug blog, my name is Rahul and I will be the author of today’s blog post.
There hasn’t been much progress over the past month of development if I’m honest, but there has been some really cool stuff going on behind the scenes lately. Since this is the first blog post of the year, however, I wanted to start off by doing a bit of recapping of 2017 and talk about our plans for this year regarding Demon Debug.
2017 was a really big year for Demon Debug and bought with it plenty of progress on the game; we hired two new artists to work on the game and really improve the quality of the in-game art, the levels were redesigned with a lot of thought and care to make the levels both more enjoyable and challenging, the story of the game was improved greatly and is now more immersive than before, the programming of the mechanics of the game have been vastly improved to create something more enjoyable and consistent, more music and sound effects have been designed and implemented into the game - my point is that over the past year there has been plenty of behind the scenes progress that really helps add to the immersion and quality of the game.
So what are our plans for 2018, you may be asking? Our first goal is to release the Demon Debug Alpha, and we are absolutely certain that it will be coming out this year and not delayed any further. In terms of the Alpha we are aiming for a late January release date as all that remains at this point is the cutscenes, but stay tuned for the Alpha teaser trailer as that will feature the definitive release date. Our second goal is to carry on with development of the game with the same level of quality and get as much work as possible done to bring the game closer to launch. Unfortunately a full release this year seems highly unlikely due to the level of quality we are aiming for in the game and the time the team can spend towards the project (n.b. Everyone in the Forgotten Pixel team works on the project in their free time and it is not a day job by any means, this means that at times there is plenty of progress whereas sometimes there is little progress due to free time), however, we are aiming to get a significant portion of the game complete this year and work towards a launch in 2019.
Now that I got our 2018 goals out of the way I can finally talk about our recent progress and, as usual, let’s start off with the art side of development. Both Callum and Brandon have made some good progress recently and have now essentially completed all of their tasks for World One. Callum has recently completed all of the Meaty Mitch animations and Brandon has completed all the backgrounds and tiles for World One. Now all that remains is for Brandon and Callum to complete the cutscenes of the game
As for me, I haven’t been working on the game as much as usual over the past month, but I did get some work done primarily in terms of implementing new sprites and also working on a few bug fixes. I have also been working on a few in-game tools to help ease the level design process for Christopher when it comes to making levels for World Two and beyond.
Christopher, Fraser, and Rupert have not had much to do recently as they all have essentially completed their work for World One. Rupert has created all the audio needed for the Alpha and cannot go on to work on audio for World Two as he needs to know what the World will be like before he goes on to create audio for it. Christopher has designed all the levels for World One and wants to wait for a bit of feedback from people who play the game during the Alpha before starting to work on World Two to ensure he is heading in the right direction and major changes do not need to be made. Fraser has completed the World One story and dialogue and is now waiting for it to be implemented into the game to see if any further improvement can be made.
That is all for today’s blog post, we hope you all enjoyed this blog post and we can’t wait to share more exciting progress over the course of the year!
Greetings and welcome to the latest Demon Debug blog, I’m Fraser and I shall be your host for today’s edition. The whole team has been working extremely hard and because of this we’ve got a bunch of stuff to share with you all. So sit back, relax and enjoy today’s blog entry.
Over the past couple of weeks I have been working on various Demon Bios, which are used to help our artists get basic background information to draw from when creating the various bosses that’ll appear throughout Demon Debug. Currently I won’t be able to share segments from the other Demon bosses as it’ll potentially spoil their appearance in a later edition.
Additionally Rahul and I have been working on finalising the dialogue for World One, at this stage the main opening and boss stage dialogue is complete, we’re just working on finalising and fine tuning the dialogue that’ll appear throughout the various stages of World One. As of writing we won’t be able to share any of this dialogue, but for the best way to experience this dialogue make sure to sign up for the alpha.
Lastly from me, I’ve also been working on rewriting a few details for the opening and ending of Act Two, as per the usual I can’t really share much of this information currently as it is not yet finalised, but rest assured this’ll be discussed more in a later blog entry.
Well that’s enough from me, let’s see how the rest of the team have been doing
Brandon has been working on improvements to the existing tiles of the game, this is being done so that not only do they look consistent and match the high quality of the new backgrounds, but so that they’re the best versions they can possibly be for the alpha release.
Furthermore Brandon has also been working extremely hard on a new background for World One, which the whole team likes and we’re all sure you will too.
Speaking of art Callum has also been making a staggering amount of progress, as of writing Callum has been making progress on animations for Meaty Mitch, which will be used in game during the boss battle at the end of World One. The whole team loves the direction of these various animations, making Meaty Mitch's movements feel organic whilst at the same time giving impact to each movement he makes, making it seem ever more daunting when the player fights him in the alpha.
I’ve said this many times before, but just like a broken record I’ll say it again, the art of a game is just as important if not more so than the various other features and mechanics of the game, as it is one of the ways the player connects with the game and one which will impact their overall experience. By having great art we are ensuring the player's experience is a phenomenal one.
Meanwhile Rahul has continued working on the various programming aspects of the game, this largely consists of implementing new features and UI which you’ll be able to experience in the alpha.
Additionally Rahul has increased Demon Debug’s overall frame rate in certain levels by up to 50%, which’ll help ensure that the alpha and future full release run at a consistent frame rate making the players experience a far more enjoyable one.
As of speaking Christopher has been starting working on potential level layouts for use in World Two, which will definitely help create a starting point for the whole team when we finish work on World One and switch to working on World Two. By having the designs laid out, both our artists will be able to instantly start work on World Two, not to mention how it’ll help in terms of programming, writing and music.
Speaking of music, Rupert has finished his music work for World One and is currently working on a few pieces of music for something coming up real soon, I can’t say much without spoiling the surprise, but rest assured it’ll be amazing nonetheless. But that’s not all as when the whole team starts work on World Two, Rupert will be able to instantly start working on the score for this world.
Thank you so much for reading this edition of the blog, since this’ll be the last Demon Debug blog of this year, from the whole DD team have a great 25th and a fantastic new year.
Hello everyone and welcome to another iteration of the Demon Debug blog, my name is Rahul and I’ll be the author of today’s blog. The past two weeks have been a little bit slower than usual unfortunately, but we still do have some great progress to show off, as well as more news about the Alpha.
Our original goal for the Demon Debug Alpha was to have it released before Halloween this year, but as you might have guessed (considering Halloween has now passed) we were unfortunately unable to meet our goal. Our new goal is to get the Alpha released before Christmas, and although I don’t want to confirm that we will be able to meet that release date yet, the team is 99% sure that it is plausible.
Now let’s get back to talking about the progress made and, as usual, we’ll start off by talking about the art side of development. Both Callum and Brandon have made good progress over the past two weeks. Callum has mainly been focusing on the World One boss battle, working on new sketches for Meaty Mitch and one of his animations too.
Brandon has been focusing on the environment of the game, in particular the level endpoint and some new backgrounds for the game. Although he is still working on the backgrounds so we don’t have anything to share yet, he has now completed the level endpoint which you can see how amazing it is for yourself.
In terms of level design Christopher has started making a bit of progress on World Two already, starting out with some documentation and a sketch of Level 2.1, alongside some more obstacle/enemy ideas. Here’s a look at the sketch for Level 2.1 designed by Christopher, as well as a few words he wanted to add:
Fraser hasn’t really had much to do in terms of the World One story but that doesn’t mean he isn’t planning ahead. Over the past two weeks Fraser has been spending the free time he has been working on some rough outlines for character bios (which help the team get a better understanding of the characters in the game) and also planning out some stuff related to the story of the future Worlds.
Rupert hasn’t had much to do lately since he has most of the music and sound effects for the Alpha sorted out already, and he can not begin working on the soundtrack for the new World until he has some sort of reference to how it may look. That being said though, Rupert is preparing to make a short track that will be used for the teaser trailer of the Demon Debug Alpha, which we are hoping to release later this month!
As for me I haven’t had as much of a chance to work on the game as I’d have liked lately, but I still have got some small pieces of work done here and there. My main focus lately has been in terms of polish for the game, looking through the game and fixing bugs in terms of code and the levels in general, and also making sure everything is working the way it is meant to. I have also started working on a new particle effect that will be used in the game, although it is still in early stages I’m hoping to have it complete and implemented by the end of the week.
That is all for today’s blog, we hope you enjoyed reading it. There will be no Demon Debug blog post on the 15th of this month (or any month from now on), if you’re unsure why that is you can read more about it in the previous Demon Debug blog post. If you can’t wait one whole month for your next dose of Demon Debug news, be sure to follow us on our social media as we will be posting frequently there from now on.
Welcome to the latest edition of the Demon Debug blog, I’m Fraser Rees and I shall be your host for today’s edition. Coming up, we have exciting art developments, further story progress, news on the soundtrack and so much more.
Before I begin discussing these exciting details, I will quickly discuss an upcoming change in the blogs release schedule.As many of our regular readers know, we normally post Demon Debug blogs on the 1st and 15th of every month, whilst the Burglars Incorporated blog is released on the 8th and 22nd, which is quite a lot of blogs every month.
Starting from next month, Demon Debug blogs will now be posted on the first of every month, whereas Burglars Incorporated blogs will now be posted the fifteenth. The main reason behind this change is that it allows for each blog post to have more detail, as it can become rather difficult to come up with new details for each blog post that haven't been mentioned previously.
Now that that’s out of the way, let's talk about the progress the whole team has made.
Callum has been working exceptionally hard on redesigns for both Meaty Mitch and Lil’ Biter in order to make sure that they fit in with the newly designed environments and character art that have been developed quite recently.
Brandon has been busy working on new environmental art for World One, all of us at Forgotten Pixel thinks it's amazing and you’re going to love it. Also, Brandon has been working on the level endpoint, which as it name suggests, signals to the player the end of each level. Brandon has been working on making the level endpoint resemble more of a portal in appearance, this adds to the mystical elements of the game, whilst also suiting the overall design and narrative of the Demon Debug world. I cannot stress the importance of good environmental art as just like the soundtrack, it is another way for the player to get captivated in the world you have created and by having a great background not only does it fulfil this, but it is also another way to tell a story and make players more interested in the overall history of the world. Furthermore along with working on new environmental art and the level end portal, Brandon has also been making the finishing touches on the floor tiles of the World, this is being done in order to ensure they are up to a high standard for the alpha and the later full release.
But that’s not all as both Callum and Brandon have also been getting ready in designing the cutscenes with a focus in making them enjoyable and visually appealing to the player. More information regarding these cutscenes will be made public closer to the release date of the alpha, but to get a more full experience unbiased (and unpaid) experts recommend playing the alpha.
Rahul has currently been fixing various bugs that have recently been found in the game, whilst also improving and implementing new UI into the current build of the game. It is highly important to continuously test and fix bugs in the build of the game, to not only make the alpha a more streamlined and enjoyable experience, but to also make sure that the game runs flawlessly for the alpha and the full release. Additionally if we find and correct these various bugs as of now, it’ll save us time in the future.
Christopher has been focusing on the planning for World Two, he has been creating various documentation outlining the various layouts and designs of the world, whilst also working on sketches for potential level layouts as well. These will prove vital for the whole Demon Debug team because when we shift development from World One to World Two, we will have a clear foundation to start developing from. However that is not the only progress Rahul and Chris have made, as they have also been busy working on a Meaty Mitch boss prototype, where they are finalising details for the overall design and mechanics of the boss fight, in order to not only offer the player a fun and invested experience, but to also make the boss fight challenge the various skills the player has learnt in the prior levels leading up to it.
Rupert has been busy making progress on the main track for World One by experimenting with new exciting additions to the pre existing track, considering how amazing the previous track was the whole team cannot wait to listen to hear what he comes up with. The importance of a piece of music with regards to game design is highly important, as not only will is draw the people further into the game, but by creating an amazing auditory experience for the game, it’ll accommodate and accentuate other key features of the game as well making them more appealing to the player.
And as for the progress I have been making, I’ve been busy working on the finishing touches for the story of World One which you’ll be able to experience in the alpha build. I have finished the main opening and ending, which will both be told through cutscenes, what I am finishing up on is the in game dialogue which will occur throughout the levels. Currently speaking ¾ of this is complete, so by the next edition of this blog I should be finished. However, we will not be able to share any examples of the dialogue that appears in the game currently, as we feel that it could spoil the overall experience of playing the game, so in order to experience the dialogue for yourself you’ll have to play the alpha build.
From all of us at Forgotten Pixel, thank you so much for reading and we look forward to sharing more regarding Demon Debug very soon.
Hello everyone and welcome to another iteration of the Demon Debug blog, unfortunately it has been a while since we last updated you on the game since there wasn’t a blog post on the first of this month, but worry not, because as promised we have created a ‘mega blog post’ for you to enjoy today.
Over the past month we’ve been making quite some progress in regards to Demon Debug, and we are now closer than ever to getting the Alpha of the game ready. I know I say that a lot, but at this point all that remains is the boss battle and the cutscenes for the game and then we are ready to release. We are estimating that to complete all this it should only take around one more month at maximum, but we don’t want to set a release date if we’re not 100% sure we can achieve it.
As usual, let’s start off by talking about the progress on the art side of things. Recently, both Brandon and Callum have been working hard on the environment and characters respectively.
Brandon has been working on creating new backgrounds for the game, as we’ve recently decided to make the switch from animated backgrounds to parallax scrolling backgrounds instead, because we feel they’d suit the overall look of Demon Debug more and also add to the nostalgic feeling the game possesses. In order to do this Brandon made numerous background sketches over the past few weeks, and recently started working on making the actual background to go into the game. Here’s what the World One background looks like so far:
Other than that Brandon was working on making some of the remaining obstacles needed for World One of Demon Debug, such as spikes, a fireball, and even more.
Callum has lately been working on designing Lil’ Biter, one of the many enemies you’ll see in Demon Debug. In order to do this, he created various sketches to see which one would fit in best with the existing personality of Lil’ Biter, and is now working on designing and animating the full version of the design.
Over the past month I unfortunately have not had much of a chance to work on the project due to personal reasons, but I’ve still managed to make some occasional progress in terms of programming of the game. The main thing I’ve been doing recently is implementing some of the new sprites and animations for obstacles that Brandon created, as well as fixing some bugs that have been discovered recently while playing the game.
Rupert has lately been working on the remaining sound effects that were needed for the game, as well as improving some of the sound effects to better suit the overall look and feel of the game. These sound effects include stuff like a player attack sound, death sound, a dialogue sound effect, and many more. Other than that, Rupert has now started to work on a new soundtrack which will be used in an exciting new gamemode in Demon Debug, we won’t share it just yet but stay tuned.
Fraser has been working hard on the remaining story aspects of World One, including finalising the World One dialogue, creating scripts for cutscenes, and creating bios for characters so the entire team can get a better understanding of their backstory and personality.
Christopher hasn’t had much to work on lately, he has already created all the levels for World One and even created all the levels required for the secret new gamemode in the game. Now he is preparing to work on World Two of Demon Debug and will get started on that very soon.
That is all for today's blog post. If you enjoyed this blog post be sure to check out the Demon Debug Twitter account or one of our various other social medias for even more updates!
Hello everyone and welcome to the latest iteration of the Demon Debug blog, my name is Rahul and I shall, once again, be the author of today’s blog post.
The past two weeks have been really busy and productive for everyone in the Demon Debug team, we have gotten so much work done and we’re closer than ever to the Alpha build of Demon Debug.
As usual, let’s start off by mentioning the progress on the art side of things. Both Brandon and Callum have gotten a lot of work done lately, Callum has been working on the Old Man character of the game, whereas Brandon has been working on the obstacles for the game.
Over the past two weeks Callum’s main focus has been animating the Old Man for the game, and to do this he designed a few animations before we settled on the one below, which everyone on the team loved. Alongside that, he also worked on the dialogue icon for the Old Man, and you can see both the dialogue icon and the animation in this Tweet below.
Brandon has been working hard on designing all the obstacles required for World One of Demon Debug. Designing obstacles for Demon Debug, however, is not an easy task as each obstacle has to be designed to match the overall aesthetic of the game. Brandon has made this look easy though considering how good each of these obstacles look and how well they match the theme of the Hell.
Christopher has been working hard on the levels of Demon Debug, improving existing levels and creating some new ones too. Recently his main focus has been on designing Hardcore levels for the game (which you will learn more about by playing the Alpha) and also slight improvements to existing levels to make them more challenging and fun. Now all that is left in terms of level design is the boss battle of World One, and Christopher and I have already been brainstorming some ideas for that so we expect it to be done by the end of the month.
Recently I’ve been working on improving the code of the game and working on some new ideas to implement into the game. Features such as camera zooming, new obstacles, and a few more minor features that can help improve the overall player experience in the game are being implemented, and bugs that have been discovered recently are being patched too.
Fraser has been working on the story aspects of World One and World Two, including slightly refining the opening and the dialogue before the boss battle commences. Along with that, he is also designing dialogue that can be implemented into the game that helps to teach the player and add to the overall gameplay experience.
That is all for today's blog post. If you enjoyed this blog post be sure to check out the Demon Debug Twitter account or one of our various other social medias for even more updates!
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell