Hello everyone and welcome to the latest iteration of the Demon Debug blog, my name is Rahul and I shall, once again, be the author of today’s blog post.
The past two weeks have been really busy and productive for everyone in the Demon Debug team, we have gotten so much work done and we’re closer than ever to the Alpha build of Demon Debug.
As usual, let’s start off by mentioning the progress on the art side of things. Both Brandon and Callum have gotten a lot of work done lately, Callum has been working on the Old Man character of the game, whereas Brandon has been working on the obstacles for the game.
Over the past two weeks Callum’s main focus has been animating the Old Man for the game, and to do this he designed a few animations before we settled on the one below, which everyone on the team loved. Alongside that, he also worked on the dialogue icon for the Old Man, and you can see both the dialogue icon and the animation in this Tweet below.
Brandon has been working hard on designing all the obstacles required for World One of Demon Debug. Designing obstacles for Demon Debug, however, is not an easy task as each obstacle has to be designed to match the overall aesthetic of the game. Brandon has made this look easy though considering how good each of these obstacles look and how well they match the theme of the Hell.
Christopher has been working hard on the levels of Demon Debug, improving existing levels and creating some new ones too. Recently his main focus has been on designing Hardcore levels for the game (which you will learn more about by playing the Alpha) and also slight improvements to existing levels to make them more challenging and fun. Now all that is left in terms of level design is the boss battle of World One, and Christopher and I have already been brainstorming some ideas for that so we expect it to be done by the end of the month.
Recently I’ve been working on improving the code of the game and working on some new ideas to implement into the game. Features such as camera zooming, new obstacles, and a few more minor features that can help improve the overall player experience in the game are being implemented, and bugs that have been discovered recently are being patched too.
Fraser has been working on the story aspects of World One and World Two, including slightly refining the opening and the dialogue before the boss battle commences. Along with that, he is also designing dialogue that can be implemented into the game that helps to teach the player and add to the overall gameplay experience.
That is all for today's blog post. If you enjoyed this blog post be sure to check out the Demon Debug Twitter account or one of our various other social medias for even more updates!
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell