Hello and welcome to the 26th iteration of the Demon Debug Blog, I am Rahul and I will be the author of this edition. Over the past two-week period, we all have made a significant amount of progress in every department, some of this information we will share today, some we will share at a later period, and some of this will only be available in the Alpha (sign up here) and/or the full release.
The first piece of information I'd like to share, which all the team love, is the new Demon Debug Logo. Thanks to Brandon our amazing game now has an awesome logo, as with most designs we went through quite a wide variation of designs before ultimately settling on the one below.
Brandon has also been working hard on the environmental aspects of the game, such as the tiles of World One, however, as much as we would like to, we won't be able to share them with you just yet. Instead, once the finished details have been made we will share a screenshot, so make sure to keep your eyes peeled.
Since the previous blog post we have also added a new member to the Forgotten Pixel team, I would like to introduce Callum Clayton, who will be working on Demon Debug as a character artist. Despite only recently joining the team Callum has already done a large amount of fantastic artwork, and has now begun working on animations for The Programmer. Just so you can see how amazing this artwork is for yourself, I have added both the sprites Callum has made for The Programmer below.
Recently I've been working on the various programming aspects of the game, by this I mean that I have been going through the various files of code in the game and improving them, to make it easier to read - this is done to make it easier to find and resolve bugs. I have also been trying to make the overall code more efficient to reduce lag. Additionally, I have also been fixing some of the bugs which are currently in the game, as well as making key improvements to existing features and adding some great new features to the game as well.
Christopher has been working on improving the levels for World One, he has completed levels one and two and is now progressing onto levels three and four - these will possibly be completed quite soon. Currently we cannot share the levels of the game, but we may post a screenshot of one very soon, this will be possible once the level assets have been fully designed, so stay tuned for that.
Fraser has been working on making improvements to the World One story at the moment, in order to make the story flow with the various gameplay mechanics and introducing new ideas, he is nearing completion with this. He is also preparing to start work on short descriptions for each character that appears in the game, previously most of his time was taken up by the World One story and his work on Burglars Incorporated.
Rupert has not had much to do recently, the reason for this is that he had already completed the World One main track and boss track months ago, so we have not heard much from him lately (pun intended). He is, however, awaiting the animations to be completed so he can update any sound effects he has made (if needed), and is also preparing to begin working on the main menu track for the game. We won’t be sharing this just yet, but expect to hear something in an upcoming blog very soon.
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