Hello everyone and welcome to the latest iteration of the Demon Debug blog. Over the past two weeks we all have been hard at work on getting Demon Debug ready for the Alpha, and we’ve even finalised a date that we are confident we can achieve.
The date that we have chosen for the Alpha is the 16th June, and once the Alpha is released and ready we will begin sending links to all of you who have signed up. If you have not signed up already, you can sign up for the Alpha by clicking here.
So, what have we been working on recently, you wonder? Brandon has continued to work on the tiles for the game, and is extremely close to finishing them now. Due to the recent requirement of additional tiles, Brandon has had to work on designing those as well as improving some pre-existing tiles. The remaining tiles will likely be completed this week, and we should be able to share a screenshot of how these tiles look in game (hopefully) very soon.
Callum has been working on the animations for The Programmer, and is progressing with these rather well. So far, he has completed the idle and walk animation for The Programmer, and is now working on the attack animation. Unfortunately, I can’t share these animations just yet, but we will likely post it on our Twitter or the Demon Debug gallery very soon!
I’ve continued to work on the coding aspects of the game recently, and this has mainly involved tidying up and improving existing code to make it more efficient, and adding some new code due to the new features being added into the game. We will hopefully be able to share a glimpse into these new features in an upcoming Demon Debug devlog video, but for now the best way to see these features are by taking part in the Alpha.
Christopher has been working on the levels for the game, and he is working hard on these to ensure they are of good quality, and help ease player into the difficulty flow of the game. Currently only 4 of these levels have been designed, but Christopher is working hard to get the first 10 levels done very soon, so the entire team can extensively test these prior to the Alpha.
Fraser has been working on the remaining story aspects of World One, this includes a new opening for World One, dialogue to introduce the player into the world, and a closure to the World. Fraser has been working on these alongside the bios he is working on for each character, and both of these are looking really good so far. We will likely share these bios with you very soon, but to see the story you will need to play the full game or the Alpha.
Hello everyone and welcome another iteration of the Demon Debug blog, over the past two weeks plenty of progress has been made on Demon Debug, and we expect a lot more to be made in the coming weeks leading up to the Alpha.
Speaking of the Alpha, I’d like to start off this blog post by saying that the Demon Debug Alpha is fast approaching, if you haven't already you should sign up now. We’re working as hard as we can to try and get it out later in this month, but if not it will definitely release in June. We’re working on finalising the Alpha release date, and we hope to share it with you all soon.
Callum has been working hard on the animations for The Programmer, and has so far finished the idle animation and is close to completing the walk animation too. Callum went through a lot of iterations of this animation to try and get it perfect, but we all are really impressed at how this version turned out, and we're certain you will be too.
Brandon has continued to work on the environmental assets for World One over the past two weeks, and is nearing completion on the tiles for the world. Unfortunately, we can’t share his work just yet, but once we have the World One background completed we’ll share a screenshot of one of the levels in Demon Debug, so be sure to stay tuned for that.
Over the past two weeks I have still been dedicating almost all of my time to tidying up the code in the game and fixing any bugs that pop up along the way, and I hope to be done with this by the end of the month. I’ve also been dedicating my time to working on new features and improving pre-existing features in the game, two notable features I’ve worked on over the past two weeks include a new and improved dialogue system and a wall leap feature. These are two really cool additions to the game and help add a lot to the overall gameplay, and I hope to be able to share a video showcasing these two features in the coming weeks.
Christopher has been working on some more levels for Demon Debug, currently he is sketching out some level ideas so he can easily see how the levels flow before designing them in Unity. Once these levels are put into Unity Christopher will then extensively test out each level to make sure there are no errors (i.e. with colliders) and to make sure the levels flow the way he wanted them to.
Fraser has continued working on improving the World One story, and he is doing this by improving the overall dialogue in game to make them be a bit more fitting with the personalities of the characters and writing dialogue to match the level progression in-game. He has also been working on short descriptions of each character in the game, and we will share a snippet of one of these descriptions in the upcoming blog.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell