Hello everyone and welcome to another installment of the Demon Debug blog. This will be the last blog post for this year (still can’t believe it’s almost over), but don’t worry, we’ll be back with more blogs (and some other stuff) from the beginning of next year.
2016 was a great year for Forgotten Pixel thanks to the hard work put in by the team and we will be working harder to make 2017 even better. We will be providing you with more updates on Demon Debug, and hopefully even releasing the game midway through the year.
Now let’s talk about what has been happening with Demon Debug over the past week. I’ll start off with programming, as that is my job, and then go on to talk about other aspects of development. I do not believe I did much in terms of programming over the past two weeks for Demon Debug other than just minor refactoring. There are two main reasons for this, firstly we released another team-only build of the game to test for bugs and glitches, so I am waiting to receive feedback before I work on improving code further. The other reason is because I took part in Ludum Dare, which is a competition where you have to make a game in under 72 hours, so all of my time during those days were spent on my Ludum Dare project.
Christopher is currently working on improving the game by helping out with the movement by, for example, improving the speed at which the player moves around. The movement is obviously very important and that has been one of our main focuses for a while, and we are almost at a point where we can say it is perfect. He is also working on getting the game out in front of more people by tweeting more, posting more on forums, and by using other methods which we will certainly inform you of at a later date.
Fraser, despite being busy with work and personal matters, managed to provide me with the story and dialogue for World One, and it was amazing! Story is obviously a very important aspect of the game, it is what immerses you into the world, and what Fraser has been working on does just that.
Rupert has completed the main soundtrack for World One (i.e. the main theme and the boss battle theme) and is now working on the other songs required for the alpha, before he proceeds to make sounds for the remaining aspects of the game. The sounds currently being worked on include in-game sound effects and the main menu soundtrack.
Dylan, unfortunately, is still really busy so there has been no progress on his part over the past two weeks. But luckily before he became busy he had already completed a majority of the artwork, now all that remains are animations and some art work for new obstacles.
Once again, if you wish to partake in the Demon Debug alpha to play the game early and help us improve the game, you can sign up here. The alpha should be released sometime in January (hopefully) so be sure to sign up soon so you don’t miss out.
Thank you for reading this edition of the Demon Debug blog. Merry Christmas and Happy New Year to all of you on behalf of the entire Forgotten Pixel team.
We at Forgotten Pixel always pride ourselves on growth, this can be seen not only in the development of Demon Debug but also the development within Forgotten Pixel as well. As such it is with great pleasure that we share with you the new logo for Forgotten Pixel.
This new logo is an important stepping stone of Forgotten Pixel's development and growth, because not only does it look more aesthetically pleasing, but when comparing this logo to our previous design this logo sends out the message that FP is a company you can trust (that's not to say the previous logo did not convey this message, but that it did not convey this meaning as openly). This message is something that we all at Forgotten Pixel take to great lengths to follow, this can also be seen in Our Promise, which is a promise that we all at Forgotten Pixel make to you when creating a game (in this instance, Demon Debug).
Now enough of talking about the logo, as we approach the ending of the year, let's discuss the progress which has been made, that will make FP soar into a brighter new year.
Lead Artist: Dylan Reader
In terms of art as we speak more developments concerning Demon Debug art design are occurring, as you may have seen previously not only do we have an animated walking version of Meaty Mitch, but also work has been made in the development of new demons for the Programmer to fight- this can be seen in Lil' Biter.
Lead Game Designer and Head of Marketing: Christopher Bandura
As you may know game design is one of the most important aspects of a game, it merges art and story to create an immersive experience which we hope will be unique for each player. Currently more tools are being added to Demon Debug to make this a reality. Additionally, we are looking in ways in which to promote Demon Debug to reach a bigger audience, and research is being made currently in ways that we can do this.
Lead Programmer: Rahul Sharma
In terms of programming more movement and accessibility are being added to Demon Debug, this is done not only to improve the connection that the player has when interacting with the game, but also making these controls and movements intuitive so that their isn't a steep learning curve for just beginning players to grasp. Furthermore, linking to this central theme of accessibility wall jumping has been replaced with wall climbing, so that not only is it more possible for the player to grasp, but even more realistic to the world that Demon Debug is set.
Lead Sound Composer: Rupert Cole
As you may know another way in which the player connects with a game and becomes fully immersed is through the music. We all at Forgotten Pixel each have a certain ideal what what particular World's in the game will sound like, it's up to Rupert to pool these different ideals together and with his immense expertise create something which he feels is a collection of our vision and his own interpretation of what each world should sound like. As such progress for each of these takes some time, but the results are astonishing nonetheless.
Earlier in this blog I addressed game design as one of the most important aspects of the game, but that is not all, for sound design you have to have music which fully embraces and feels appropriate within specific circumstances within the game, that is what is truly astounding about sound design and also why we at Forgotten Pixel and so pleased with the music that has been made that we cannot wait for you to experience it in game.
Lead Writer: Fraser Rees
In terms of story significant work is being made, with an opening being completed to a high standard. That is not all, finishing touches are being made on the third draft of Act One and shortly after that Act Two. These edits have taken a considerable time to be made, not only due to my other job taking up a considerable amount of my time, but also due to the fact that I want to make this story the best that it can be.
As you may know all these factors are important on their own right, but if one is lower in quality than another this can be detrimental to the overall quality of the game in question. Because of this we at FP pride ourselves in giving our best and nothing less, otherwise what's the purpose of being passionate and heavily invested in something.
From all of us at FP have a Merry December, we look forward to sharing more information soon.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell