Welcome to the latest Demon Debug blog, I am Fraser Rees and I shall be your host for this edition. Today we have many exciting new developments to bring to you, read on to find out more.
Just before we begin discussing the latest developments of Demon Debug, let's quickly discuss the latest exciting developments regarding Forgotten Pixel, our new logo.
As you can tell from the image above, our new logo has a more sleek and modernised appearance, whilst also paying tribute to the colour palette of our previous logos, we hope you like it as much as we do.
Now let's get back to discussing Demon Debug progress.
Currently I am finished with the character bios for both Lily Harper and The Programmer. The format that I chose for these was in the style of newspaper interviews, as I felt that if The Programmer and his team existed in the real world they would be giving interviews to share details of their software vision. However, I cannot currently share any of these details just yet, they will probably be shared at a later time. Furthermore, I have also been making final tweaks and edits to the act one opening in response to the latest in-house game test.
Callum has currently been extremely busy designing the old man character, who will appear in Demon Debug as a guide for The Programmer. When designing this character, or any character in Demon Debug for that matter, it is important to make sure that not only do the characters themselves look stylistically interesting, but it is also important to make sure that their design does not contradict the design of other characters, for instance if human characters were to have significantly different scales and proportions, it would feel out of place and could potentially ruin the players experience when interacting with the game. Below you will find concept art for the Old Man character, we tried to influence the character with an air of mysticism, whilst at the same time making the character look and feel like someone you can trust, like The Programmer on his journey throughout Hell.
Brandon meanwhile has been highly busy planning out and finalising background art, judging by how great his previous background looked, the whole team looks forward to seeing what he does next. For each of the backgrounds in Hell, they are stylised based on the themes of that specific ring of Hell, for the first world, Limbo, we wanted to focus on a stereotypical depiction of Hell and accentuate it with minor details in order to make it seem otherworldly. As development continues past World One, you will see numerous different backgrounds, which despite being different, still feel intricately similar to one another.
Rahul has been busy resolving various bugs, glitches and other coding issues, whilst at the same time developing how the user interacts with various elements in game. This is extremely important otherwise an issue may arise, that could significantly impact the overall playability of the game and could even halt the player from progressing further. Furthermore, Rahul has been busy gathering various user feedback from everyone in the group, regarding their opinions on the latest test build. This is done not only to improve the build to make it closer to our vision of the game, but to also act as a test for the various features of the game and how they challenge a player and their different playing styles.
Christopher has been working on minor improvements to the World One levels, this is being done so that not only are they the best they can be, but so that each obstacle the player experiences, helps them when interacting with the next obstacle. This creates a seamless and rewarding experience for the player, whilst also making sure that the game is challenging to the player and develops how they combat an obstacle in the game.
Latest in-house test
Every new development that the whole team has made and continues to make, moves us closer and closer to the release of the Alpha build.
After further in-house tests, the whole Demon Debug team feels that this is the most comprehensive version of Demon Debug yet. The numerous new screenshots we have shared and continue to share, illustrate the added visual sophistication and depth, that the new art, layout and overall UI improvements have made.
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!
Hello everyone and welcome to another iteration of the Demon Debug blog, over the past two weeks we have made some amazing progress on Demon Debug, and the game is now finally shaping up to be the enjoyable game we’ve wanted it to be all along.
As usual, first let’s talk about the progress in the art department of the game. Both and Callum and Brandon have been making amazing progress in terms of character art and environment art respectively.
Brandon has continued to work on the background of the game, and has recently gotten an awesome design for the background finalised and now he is working on animating it to make it even more immersive for World One. Rather than just sharing the background itself, here’s a look at the process Brandon has went through to get to where the background is at now.
Callum has now finished all animations for The Programmer, and has now started work on the remaining characters in the game, such as enemies and the Old Man (supporting character in game).
Recently I’ve been working on minor tweaks to the game as most of the major programming features of the game are now complete to a good standard. Some of the features I’ve added include adding visual feedback to certain elements in the game (i.e. making a falling platform shake before it falls), as well as fixing any bugs that might appear in the game. My favourite thing that I’ve added to the game is this small Floppy Disk animation, does it remind you of any other game? 😉
Fraser is close to finishing the story of the game, and from what I’ve read of this story recently the wait has definitely been worth it. The story that Fraser writes for the game will go towards elements in the game such as dialogue, cutscenes, and even some in-game Easter Eggs, so unfortunately we can’t share any of this with you, instead you’ll only be able to see it in the game itself.
Christopher has continued working on the levels for the game, and has now completed all nine levels prior to the boss battle. Now Chris has begun sketching out ideas for the boss battle of the game, but since this is the longest and most challenging level of the game (yet) it will take a while before we perfect this level and are able to share a screenshot with you.
Rupert has now completed the main menu track for the game as well as all other tracks needed for World One. He is now working on making some minor modifications to existing sound effects, as well as creating new ones, in order to fit in with the newly redesigned art assets of the game.
That is all for today's edition of the Demon Debug blog, we all hope you enjoyed reading. If you did, be sure to follow the Demon Debug Twitter account or our other social media accounts for more regular updates on the overall progress of Demon Debug.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell