Welcome all, I am Fraser Rees, the Lead Writer at Forgotten Pixel, and I shall be the author of this edition of the Demon Debug blog. In this edition of the blog I shall be discussing the overall progress which has been made in the development of our 2D Platformer known as ‘Demon Debug’ since the last update which was posted two weeks ago.
The entire team has been working extremely hard in their specific areas within Forgotten Pixel, with progress being made at a constant and uninterrupted rate. Due to this we would like to state Our Promise, which will help you understand some of the features you can expect from Demon Debug along with any other project we develop.
"We here at Forgotten Pixel have a list of things that we believe should be featured in every game developed by us and we strive to achieve this in every game of ours. We like to call this 'Our Promise' and it shows you, the player, on what to expect from our games! Our Promise states that we will:
From my position as a Lead Writer at Forgotten Pixel I have made a considerable amount of progress towards the development of the story for Forgotten Pixel. Over the past two weeks, despite being on a vacation, I have worked to flesh out the various characters and the overall story of Acts 1 & 2. I shall continue to make adjustments to Acts 1 & 2 and then I will advance towards making improvements to both Acts 3 & 4 - it should be noted that the editing in question will be to make sure that the story not only progresses in a way which will make sense to the player, but also progresses naturally without any contradictions - this links directly to two of our key points in Our Promise which are to “Make a fun game” and “Focus on replayability”.
The Lead Game Designer and Head of Marketing, Christopher Bandura, has made a considerable amount of progress in his specific field. Christopher has currently been making progress in regards to the improvement of Demon Debug’s Game Design Document which helps make sure that everyone in Forgotten Pixel knows the details of Demon Debug for all sectors of Demon Debug, including overall game mechanics, story options and the design of Demon Debug UI and AI - this helps make sure that not only are we constantly focused on our objectives in our specific fields, but also to ensure everyone in the team is up to date on the development of Forgotten Pixel. Additionally Christopher has also been working on basic level design to not only aid in the development of other fields of Forgotten Pixel (such as story and programming), but to also make sure that the player has a high level of interaction and options with platforming and navigation through Demon Debug - this fulfills many, if not all, of Our Promises.
The Lead Artist at Forgotten Pixel, Dylan Reader, has made a significant amount of progress. This includes working on various character designs and details for backgrounds and textures. The constant development of artwork means that not only will you (the player) be able to play the game with great looking art, but it also helps the Forgotten Pixel team by influencing certain story development decisions and can also help develop ideas to further improve Demon Debug. Additionally, the Artistic development is also important for the advancement of Demon Debug, this is due to the fact that a game which has an art style which is a high standard and is constant throughout the game will increase the level of interaction and immersion that the player of the game will gain, however a game which does not have this consistent art style and art design to a high standard can run the risk of making the player feel less immersed in the world of the game and ultimately it can hinder and prevent their progress further into the game's story. What Dylan Reader has done so far for the artistic side of Demon Debug meets one key rule in Our Promise which is to “Put gameplay before anything else”, this is done through the improvement of preexisting artwork, along with new artwork which perfectly coexists with the rest of the art assets.
The Founder and Lead Programmer at Forgotten Pixel, Rahul Sharma, has also made a considerable amount of progress. This includes working on a second build of the game in order to see how the game will function and operate outside of the Unity Engine, this is also beneficial to not only see how levels can be implemented, but also to get feedback from the rest of the Forgotten Pixel team to ensure the game is bug-free and on the right track. This is done to not only meet one of Our Promise’s, which is to “release the game with minimal bugs”, but to also make sure that the game is up to the Forgotten Pixel standard and that we are all happy with it. Additionally Rahul has also been working on fixing bugs that he has personally encountered whilst testing the game, whilst also working on and implementing new features into the game such as Enemy AI and button mapping - which also meets two other rules in Our Promise, which are to “Make a challenging game” and “put gameplay before anything else”.
If you wish to contact us you can do so by connecting with us on Facebook and Twitter, commenting down below, or by emailing us at firstname.lastname@example.org
Hello everyone and welcome to the latest 'Demon Debug' blog. My name is Christopher Bandura and I will be your host for today.
Since our last blog a lot has happened with Demon Debug. First of all we had our first official meeting to talk through ideas and plans that we all have as well as future goals and goals for Demon Debug. After we finished this meeting we all started working really hard to make some good progress in terms of story, art, programming and marketing.
The lead writer at Forgotten Pixel, Fraser Rees, has made a lot of progress over the past 2 weeks. He told me that the Demon Debug story is progressing really well and that the opening act, and the act following, are already completed. He also told me that he is, as we speak, writing the third and fourth act for the story. This will, of course, come together to a great first draft of the complete story-line that all of you will see when the final game releases.
The lead artist at Forgotten Pixel, Dylan Reader, has made tons of progress with the artwork. He is dropping new sketches left and right and they all look amazing so far. We can't wait untill he turns those sketches into finished pieces of art so we can implement those into the game.
The Founder and Lead Programmer here at Forgotten Pixel, Rahul Sharma, has also made a lot of progress, which includes enemy AI, implementing traps into the levels and overall going over the feedback that we all provided to him after we played the very first build of the game. Now he has also started working on a second build of the game, which should include all the improvements from the feedback of our previous build, as well as possibly some new enemy AI.
As for me, Christopher Bandura (the Lead Game Designer and Head of Marketing), I have also been making a lot of progress in terms of marketing. As you may know we have launched a twitter account for the game itself, which you can checkout here. Besides that I also started working on some other aspects of marketing in game development, such as a storyboard idea for the trailer.
That was all there is to update you all on for now, we hope you enjoyed the blog and if you wish to contact us you can do so by connecting with us on Facebook and Twitter, commenting down below, or by emailing us at email@example.com
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell