Good evening everyone, my name is Fraser Rees and I am the Lead Writer at Forgotten Pixel and I shall be your host for this blog update.
Over the past few weeks everyone at Forgotten Pixel has made (once again) a substantial amount of progress. This is the main reason why we are sharing more details and even screenshots concerning Demon Debug.
In terms of programming Rahul has made a significant amount of progress, so much so that the past week all of us at Forgotten Pixel have played through another demo build of Demon Debug aimed at perfecting movement and overall game mechanics. This is done so that you the player will feel that every movement you make is not only organic, but that the speed and how you interact with objects in the game is realistic (or as realistic as battling Demons in hell can be) and most importantly enjoyable.
Meanwhile in terms of designing and marketing Christopher has made an extraordinary level of progress, not only has he been further working on the development of level designs, but Christopher and I have been busy editing and completing the elevator pitch for Demon Debug. This was done so not only can Demon Debug be simply explained, but also helps the audience/players know the type of game that they are playing.
As for the art for the project, well, what can I say? Dylan has constantly surpassed our expectations and has shown us new concepts and ideas for characters and background art that can be implemented into the game, this artwork is made to match the overall aesthetic of Demon Debug, whilst also making sure that whilst the player is playing the game, they will not go past a particular enemy or obstacle and think that this design does not match everything else in the game- which could potentially reduce the level of immersion a player experiences when playing Demon Debug.
Additionally further progress has been made in the sound department of Demon Debug. Rupert has not only completed the main theme for World One of the game, but has began working on the theme for the boss battle of World Two and further sound effects throughout the entirety of Demon Debug. This is done in order to not only create more of an immersive environment for the player, but is also done so that the player experiences audio development as well as artistic development throughout the game.
Furthermore in terms of story development and dialogue for Demon Debug, I have made a high level of progress towards improving and making the overall narrative arch more fluid and appealing. As you may know when developing any aspect of a certain type of media (e.g. music, films etc), when a certain aspect is initially developed not all of it is seen in the final product, but it has an influence on the development of the product from the beginning to the end of development (e.g. a script for a film experiences many changes from its original inception right up to the point where the film is being shot). This example is one that can be used to describe all areas of Forgotten Pixel and overall these changes are made to make sure that not only are we (the Forgotten Pixel team) creating an immersive experience for the player but that it falls directly in line with Our Promise.
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Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell