Hello everyone and welcome to another iteration of the Demon Debug blog, I’m Rahul and I shall be the author of today’s blog post. For this blog post I’m gonna be trying out something a bit different, so be sure to let me know whether you liked this new style or not.
It’s been a busy start of the year for us as we keep trying our best to get the Demon Debug Alpha out as soon as possible, but unfortunately we still have no confirmation on when the Alpha will be launched. We are aiming to get the Demon Debug Alpha teaser trailer out later on this month, and the full Alpha released shortly after.
Before we start off, one thing I should express is that Christopher (our level designer) has left the team recently in order to focus on other work, and all of us on the team wish him the best of luck for the future.
Anyways, let’s talk about the progress we’ve been making recently. The first thing we did when the year started was implement the Meaty Mitch boss battle, and damn is it looking good now!
After that Callum began working on a new ‘stopping animation’ for Lil’ Biter which really helps him feel more lifelike.
Now Callum is working on a new walk animation for The Programmer to give him a bit more anger and to make it better fit in with the direction Demon Debug has taken recently. Unfortunately though, we have nothing to show for that just yet.
Brandon has been working on a lot of stuff lately too. One of the first things he designed recently was a new Floppy Disk design and animation, and it is definitely a huge step up. Now we don’t really know why The Programmer stores his data on these 1.44mb diskettes, but what we do know is that they look amazing so we don’t blame him.
Another thing we’ve been collectively working on recently are ways to make Demon Debug look even better, and in order to do that we’ve been working on a few things. Foreground art, particle effects, and lighting are all things we have been experimenting with to try and achieve a better look for Demon Debug, and although none of these are fully implemented we believe it’s looking pretty good so far.
I’ve been working on bug fixes and implementing some new features as usual, but as the new level designer of the team I’ve also been designing some new levels and updating existing levels for Demon Debug to make them more enjoyable yet challenging at the same time for players of all skill levels.
Other than that we’ve also been working on a bit of other stuff recently which we can’t quite share on Twitter but can do so here. Fraser has been working on some new character bios for the bosses of future Worlds of Demon Debug and also been working on the storyline of Demon Debug in general to make it more enjoyable. Rupert has been working on some new sound effects for the game, and once implemented we’re pretty excited to hear what Demon Debug will sound like (sound plays a very important role in video games and Rupert has done a really great job of making the Demon Debug World sound amazing).
That’s about it for today’s blog post. We hope you enjoyed reading it and also we hope you enjoyed this experimental blog style. If you’d like more frequent updates regarding Demon Debug be sure to follow us on Twitter as we update that much more frequently than the blog. If Twitter is not your thing we also have an Instagram and Facebook account you can follow instead, but be sure to follow at least one so you don’t miss out on updates.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell