Greetings and welcome to the latest Demon Debug blog, I’m Fraser and I shall be your host for today’s edition. The whole team has been working extremely hard and because of this we’ve got a bunch of stuff to share with you all. So sit back, relax and enjoy today’s blog entry.
Over the past couple of weeks I have been working on various Demon Bios, which are used to help our artists get basic background information to draw from when creating the various bosses that’ll appear throughout Demon Debug. Currently I won’t be able to share segments from the other Demon bosses as it’ll potentially spoil their appearance in a later edition.
Additionally Rahul and I have been working on finalising the dialogue for World One, at this stage the main opening and boss stage dialogue is complete, we’re just working on finalising and fine tuning the dialogue that’ll appear throughout the various stages of World One. As of writing we won’t be able to share any of this dialogue, but for the best way to experience this dialogue make sure to sign up for the alpha.
Lastly from me, I’ve also been working on rewriting a few details for the opening and ending of Act Two, as per the usual I can’t really share much of this information currently as it is not yet finalised, but rest assured this’ll be discussed more in a later blog entry.
Well that’s enough from me, let’s see how the rest of the team have been doing
Brandon has been working on improvements to the existing tiles of the game, this is being done so that not only do they look consistent and match the high quality of the new backgrounds, but so that they’re the best versions they can possibly be for the alpha release.
Furthermore Brandon has also been working extremely hard on a new background for World One, which the whole team likes and we’re all sure you will too.
Speaking of art Callum has also been making a staggering amount of progress, as of writing Callum has been making progress on animations for Meaty Mitch, which will be used in game during the boss battle at the end of World One. The whole team loves the direction of these various animations, making Meaty Mitch's movements feel organic whilst at the same time giving impact to each movement he makes, making it seem ever more daunting when the player fights him in the alpha.
I’ve said this many times before, but just like a broken record I’ll say it again, the art of a game is just as important if not more so than the various other features and mechanics of the game, as it is one of the ways the player connects with the game and one which will impact their overall experience. By having great art we are ensuring the player's experience is a phenomenal one.
Meanwhile Rahul has continued working on the various programming aspects of the game, this largely consists of implementing new features and UI which you’ll be able to experience in the alpha.
Additionally Rahul has increased Demon Debug’s overall frame rate in certain levels by up to 50%, which’ll help ensure that the alpha and future full release run at a consistent frame rate making the players experience a far more enjoyable one.
As of speaking Christopher has been starting working on potential level layouts for use in World Two, which will definitely help create a starting point for the whole team when we finish work on World One and switch to working on World Two. By having the designs laid out, both our artists will be able to instantly start work on World Two, not to mention how it’ll help in terms of programming, writing and music.
Speaking of music, Rupert has finished his music work for World One and is currently working on a few pieces of music for something coming up real soon, I can’t say much without spoiling the surprise, but rest assured it’ll be amazing nonetheless. But that’s not all as when the whole team starts work on World Two, Rupert will be able to instantly start working on the score for this world.
Thank you so much for reading this edition of the blog, since this’ll be the last Demon Debug blog of this year, from the whole DD team have a great 25th and a fantastic new year.
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell