Hello all and welcome to the latest edition of the Demon Debug Blog, in this edition I, Fraser Rees, will be discussing the progress that we all have made over the fifteen-day period since the last blog.
Before I begin I would like to quickly state that this edition of the blog will be fairly shorter compared to past blogs, the reason for this being is we at Forgotten Pixel have been heavily involved with the initial development stages of Burglars Incorporated, however that has still not stopped us from making progress on Demon Debug.
Fraser Rees - Writer:
From the writing point of view I have been busy improving and streamlining the dialogue for Act One of Demon Debug, the reason for this is that this will be the initial world open to those that are given alpha access, so to make sure that the dialog is organic and not forced I have taken time to do this.
Furthermore I have also been editing and drafting ideas for Acts 2-4 of Demon Debug, this is so that not only will we have a clear starting ground when we reach the development of these levels, but to also allow the story to inspire art and level layout.
Rahul Sharma – Programmer:
From the Programming side Rahul has been very busy finding and resolving issues/bugs in Demon Debug, this is extremely important as not only will it increase the game's performance and functionality, but by finding these issues at this current stage of Demon Debug's development cycle it will minimise the amount of fault finding we will have to perform later on in the project's development. These bugs are related to minor, but important, features of the game, but at the same time they are easy to fix.
Additionally, Rahul has been working on improving everything out The Programmer’s movement in game, and to do this he has completely restarted the movement script to improve the movement, and to make the entire movement system much more refined. Obviously the movement is one of the most important thing in a 2D Platformer, hence not only is Rahul working on making the code perfect and bug-free, but everyone is helping to change the variables of the movement to make sure the movement also feels suitable for the game.
Christopher Bandura – Game Designer:
Christopher has been extremely busy not only managing the team for our other project (Burglars Incorporated), but also development and discussing ideas with all of us regarding certain aspects of both games. As much as I would like to share this information with you today, it will most likely be shared at a later time when we feel that it is the best it can be.
Rupert Cole – Sound Composer:
In terms of music Rupert has been extremely busy developing new music for Demon Debug, the reason we feel that certain aspects such as music are important, is that we feel they are just another stage in which the player connects with the game. Because of this it is extremely important to find a sound that both matches the overall themes of Demon Debug, but also tells a story in it's own way. Rupert has also produced the first set of sound effects for the game, these include sound effects for the missile, the player attacking mechanic, and a few other sound effects. Unfortunately, we cannot share these at the moment, but you will be able to hear it in the alpha version of the game.
However, despite the progress that I have mentioned in this issue, each member of Forgotten Pixel has developed not only their fields, but has also contributed to the development of new ideas for others as well. We at Forgotten Pixel feel that each member is vital not only to developing their key objectives, but also that they could help out in other ‘departments’ by offering their opinions and ideas, this in turn allows for more ideas to be shared and better choices made in regards to the game.
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Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell