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