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.
Hopefully you enjoyed this blog post. If you did why not follow us on Twitter and Instagram, follow the Demon Debug Twitter, or like our Facebook page? It is the best way to stay updated on everything we do at Forgotten Pixel.
Hello all I’m Fraser Rees and welcome to the latest edition of the Demon Debug Blog, in this edition we will not only be discussing the progress we all at Forgotten Pixel have made in regards to Demon Debug, but towards the end I will also briefly share the progress each member of the team has made in regards to Burglars Incorporated.
Lead Programmer: Rahul Sharma
Rahul has been extremely busy finding and resolving bugs in Demon Debug- the issue which he has currently been fixing concerns an error where the enemies will not die- of course this will be a significant issue if it was not resolved, but thankfully with unique insight and ability Rahul was able to find and correct this issue. Furthermore it is important that these various issues/bugs are found and resolved in order to create a better playing experience with regards to the Alpha build and the full version of Demon Debug, if these issues were left into the full release the player may become disinterested with Demon Debug and possibly disheartened (in the event that an issue prevents their progression further into the game)- additionally it is also important to remember that it is important for all of us at Forgotten Pixel to remove these issues as it adheres to one of the rules outlined in Our Promise ‘Release the game with minimal bugs’.
Lead Composer: Rupert Cole
Rupert has been hard at work composing the various themes for Demon Debug, obviously this will take a considerable amount of time because an audio experience is as important as a visual one, but also audio is a key way in keeping and retaining a players attention- whilst also telling it's own story. Additionally this will take a further amount of time due to the fact that a high amount of care has to go into making sure that the audio matches the themes of Demon Debug and what is occurring onscreen, otherwise the player may feel the disconnect and lose interest or even focus on the game's objectives (this could also potentially lead them to stop playing the game entirely).
Lead Game Designer: Christopher Bandura
Christopher over this period has been contributing ideas and designs for Demon Debug, all whilst contributing to the initial development of Demon Debug, these ideas help all of us shape and develop what we want future levels and other assets to look like, by having them shared they allow for us all at Forgotten Pixel to remain focused- whilst also preventing confusion from occurring. Furthermore it is important to remember that both game design and marketing are difficult aspects of a game's development and whilst a person can come up with a great idea- it is up to the game designer to factor in how this can be implemented into the game and the marketing division with what the best ways to attract an audience to this project are.
Lead Writer: Fraser Rees
I have been working on a new dialogue/ story outline for Demon Debug, which helps create a more digestible and appealing story without dropping a large amount of exposition onto the player- this helps make the game more interesting for the player, whilst also making it more of a rewarding experience as well.
So far I have been applying this to both Acts One and Two, with Act One undergoing further redrafts in order to boost linearity and clarity- which will be especially important for the Alpha build of Demon Debug. Following the completion of these two acts further I Will begin on Acts Three and Four, but of course the next two acts can only be started when the first two acts match both thematically and encapsulate perfectly what we feel about Demon Debug.
Whilst this blog may be dedicated to Demon Debug, I thought that I would share a brief snippet of what we all are working on in regards to Burglars Incorporated.
In regards to the development of Burglars Inc the whole Burglars Inc team has been working on perfecting and creating ideas to kick start the development of Burglars Inc, it is truly important to do this otherwise without a clear understanding of what we want the game to look like, the development process would either spiral out of control or hit a creative wall.
Rahul has been working on the first prototype for the game, obviously this will not be available to the public, but is being done so we can tweak elements and make sure that it suits our vision for the game, if this was not done we would at later stages of Burglars Inc’s development be suggesting improvements which would lead to the development time being extended further.
I have also been working on some basic story elements, this would be in the form of how the game would begin, some key character ideas and more. However these ideas and those that the rest of the team are working on cannot currently be shared, the reason behind this is that many of these ideas are not final and are subject to change- however this information will be shared in future installments of the blog.
On a final note currently at Forgotten Pixel for the Burglars Inc team we have hired and are looking for more individuals to join our team, we all at Forgotten Pixel feel that is it vital to hire individuals who can work in a team, take critical feedback and respond to this feedback. For more information regarding the free positions, feel free to check out our post on the unity forum (insert link here) and if you feel you one of these positions perfectly suits you, feel free to email us at firstname.lastname@example.org.
To conclude, Forgotten Pixel, Demon Debug and Burglars Inc are forever evolving. We all look forward to seeing what the future brings for our projects. More information regarding new members in our teams and future progress will be shared in later installments of the blog.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell