[Originally posted on our Tumblr]
Hello everyone and welcome to the latest ‘2D-Platformer’ blog. My name is Rahul Sharma and I will be your host for today.
A lot has been happening within Forgotten Pixel over the past week. We have been making progress in terms of art, story, level design, programming, and basically everything in between. I’ll start of by explaining the story in brief, and also announcing the name we have given to our upcoming game.
Fraser Rees, the Lead Writer at Forgotten Pixel, has been working hard on the story, dialogue, and even the name for the game. We will not be sharing dialogue in the blog, but you can read a short synopsis of the story below.
In the game you play as a programmer who is on the verge of creating software which will make modern machinery much more efficient and provide the ability to make basic necessities cheaper and better. This increased efficiency could, in turn, lead to a massive drop in the rate of diseases, poverty, and even depression. Satan can not tolerate this. He gains enjoyment through watching the suffering of humans and therefore kidnaps your entire team and your girlfriend in order to prevent the software from going live. You, the sole hero of the game, must make your way through hell to save the people you care about, and ensure that the software goes live in time. Fight through tough enemies, avoid difficult obstacles, collect data restore points, and show Satan who’s boss by conquering hell!
We have decided to call our upcoming game ‘Demon Debug’.
In terms of art work, major progress has been made in the last two weeks since the previous blog. Dylan Reader, our Lead Artist, has been working hard towards creating assets for the game (such as the tiles for the ground, backgrounds, etc.). There has also been a lot of work going towards sketching the characters in the game, such as the player and the enemies, and we can’t wait to share the finished versions with you at a later date.
Programming wise there has also been a lot of progress made. We have managed to get the first AI working and implemented into the game. I have also been focusing on refining the code for the game to make the experience as smooth as possible, and have therefore been using feedback provided by the team to improve features such as AI, movement, and to get rid of any bugs which are found in the process.
In case you were unaware, Demon Debug will feature 7 different worlds and over 70 levels! Therefore it is important to start planning out the levels as early as possible, which is exactly what we are doing. Christopher Bandura, our Lead Game Designer and Head of Marketing, has been working hard on the first couple of levels in order to provide a fun yet challenging experience. The levels are being improved on a continued basis in order to ensure that the levels are as well designed as they can be, and we will share more information, in the form of screenshots, at a later date.
If you wish to contact us you can do so by connecting with us on Facebook and Twitter, commenting down below, or by emailing us at firstname.lastname@example.org
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell