Hello everyone and welcome to another iteration of the Demon Debug blog, unfortunately it has been a while since we last updated you on the game since there wasn’t a blog post on the first of this month, but worry not, because as promised we have created a ‘mega blog post’ for you to enjoy today. Over the past month we’ve been making quite some progress in regards to Demon Debug, and we are now closer than ever to getting the Alpha of the game ready. I know I say that a lot, but at this point all that remains is the boss battle and the cutscenes for the game and then we are ready to release. We are estimating that to complete all this it should only take around one more month at maximum, but we don’t want to set a release date if we’re not 100% sure we can achieve it. As usual, let’s start off by talking about the progress on the art side of things. Recently, both Brandon and Callum have been working hard on the environment and characters respectively. Brandon has been working on creating new backgrounds for the game, as we’ve recently decided to make the switch from animated backgrounds to parallax scrolling backgrounds instead, because we feel they’d suit the overall look of Demon Debug more and also add to the nostalgic feeling the game possesses. In order to do this Brandon made numerous background sketches over the past few weeks, and recently started working on making the actual background to go into the game. Here’s what the World One background looks like so far: Other than that Brandon was working on making some of the remaining obstacles needed for World One of Demon Debug, such as spikes, a fireball, and even more. Callum has lately been working on designing Lil’ Biter, one of the many enemies you’ll see in Demon Debug. In order to do this, he created various sketches to see which one would fit in best with the existing personality of Lil’ Biter, and is now working on designing and animating the full version of the design. Over the past month I unfortunately have not had much of a chance to work on the project due to personal reasons, but I’ve still managed to make some occasional progress in terms of programming of the game. The main thing I’ve been doing recently is implementing some of the new sprites and animations for obstacles that Brandon created, as well as fixing some bugs that have been discovered recently while playing the game.
Rupert has lately been working on the remaining sound effects that were needed for the game, as well as improving some of the sound effects to better suit the overall look and feel of the game. These sound effects include stuff like a player attack sound, death sound, a dialogue sound effect, and many more. Other than that, Rupert has now started to work on a new soundtrack which will be used in an exciting new gamemode in Demon Debug, we won’t share it just yet but stay tuned. Fraser has been working hard on the remaining story aspects of World One, including finalising the World One dialogue, creating scripts for cutscenes, and creating bios for characters so the entire team can get a better understanding of their backstory and personality. Christopher hasn’t had much to work on lately, he has already created all the levels for World One and even created all the levels required for the secret new gamemode in the game. Now he is preparing to work on World Two of Demon Debug and will get started on that very soon. 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! |
Demon Debug BlogThis blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell Archives
July 2018
|