Hello everyone and welcome to another iteration of the Demon Debug blog. The last two weeks have been very exciting in terms of development for Demon Debug, and we’re sure the next two months will be equally as great, if not better!
Firstly, the best news from the last two weeks came yesterday, where we could share our first teaser for Demon Debug (see it here). Although this was a very short teaser, loads of information about the game was shown, in case you did not catch it all I will list them below:
Now let’s talk about actual progress made in terms of development (which is the whole point of the blog), I guess I’ll start by talking about improvements in terms of programming and general features (mainly my job). Over the past two weeks I have added a new Enemy AI to the game, created a new obstacle, added a dialogue system, and made some trivial improvements to some other pre-existing code. Over the next two weeks I plan to implement a melee system in the game, so hopefully I can provide you with updates regarding that in the upcoming blog. If you are interested you can also follow me on my personal Twitter account, as I do tend to tweet about the game a lot.
In terms of the art for the game Dylan has once again been providing some astounding new art. Dylan has perfected his design for the first basic background of Demon Debug, and it looks great so far (I say ‘so far’ since more details will be added to it over the coming weeks). Additionally, he has created the animation for the new Enemy AI (the one I mentioned earlier), and is now working on the running animation for the player, as well as the animations for Meaty Mitch (the first boss of Demon Debug).
Fraser and Christopher have also been working on their respective roles in the team, however due to work and school neither could provide major updates yet. Similarly, Rupert’s computer had broken down, which meant he has been unable to make further improvements to the soundtrack. Rest assured progress is still being made in these departments of the team, but they will not be mentioned in this blog.
That is all for today’s blog, I hope that you enjoyed reading about the progress on Demon Debug. In the next blog, however, we should hopefully be able to provide you with a lot more updates, as well as more in-game screenshots.
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Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell