Hello everyone and welcome to another iteration of the Demon Debug blog. You must know that over the past month Demon Debug’s development was put on hold, this was done due to insufficient progress in certain aspects, and to allow the whole team time to think about the best choices to make regarding various aspects of the game. We have now finished everything we intended to do over the past month and are back to work on Demon Debug, with the goal of getting it released later this year.
Over the past month there has not been much progress made on the game that we can really share, instead a lot of decision making and planning took place. I’ve been working hard both on my own and with the rest of the team to make sure the best decisions are made regarding various aspects of game. There have also been a few changes made within the team too, and I’ll be talking about these in more detail in this blog.
Unfortunately, our lead artist, Dylan Reader, had to leave us to focus on other work, and we all at Forgotten Pixel wish him the best of luck in his future endeavours. Due to Dylan leaving us we have hired two new artists to join our team to help bring Demon Debug to full release at the standard we wish to achieve. I would like to welcome Brandon Ramos to our team, our new environmental artist. Take a look at the art that he made as part of his application process, we all were very impressed by it, and I’m sure you will be too.
We are still working on hiring a character artist, so expect to hear more about that in our next blog post.
So, what have we been working on for the past 31 days, you ask? I have mainly been working on the programming aspects of the game, trying to fix some minor errors that were recently found in the game and just tidying up the entire thing. I’ve also been working on planning the game in more detail, trying to list everything that needs to be done for the alpha and full release to ensure everyone in the team knows exactly what needs to be done.
Fraser has been working on various story elements for the game (obviously), this includes areas such as the dialogue and story progression for Act 1, 2, and 3, and he is also preparing to work on other areas such as character bios and other additional story elements for the game very soon.
Christopher has been working on the game design aspects for Demon Debug, his focus has been on creating and improving documentation for the game, but since that is nearing completion he is beginning to shift his focus to level design.
Rupert has been working on the sounds for the game, planning what sound effects might be needed and how they could be designed, whilst also planning the main menu soundtrack for the game. He has already designed a few sound effects and even some soundtracks for the game already, we will try and share those very soon but the best place to listen to them will certainly be in the alpha.
Speaking of the alpha, we have set ourselves the goal of releasing the Demon Debug Alpha by the end of May, and we think this is possible considering we just need a few more assets and a bit of polishing to complete World One. We will be sure to keep you up to date with our progress on development between now and the alpha release date.
That is all from us for now, we hope you enjoyed this edition of the blog. If you did feel free to follow Demon Debug’s Twitter account for more updates. Additionally, you can also follow Forgotten Pixel on one of our many social media accounts by clicking one of the buttons below.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell