Hello everyone and welcome to another iteration of the Demon Debug blog, my name is Rahul and I will be the author of today’s blog post.
There hasn’t been much progress over the past month of development if I’m honest, but there has been some really cool stuff going on behind the scenes lately. Since this is the first blog post of the year, however, I wanted to start off by doing a bit of recapping of 2017 and talk about our plans for this year regarding Demon Debug.
2017 was a really big year for Demon Debug and bought with it plenty of progress on the game; we hired two new artists to work on the game and really improve the quality of the in-game art, the levels were redesigned with a lot of thought and care to make the levels both more enjoyable and challenging, the story of the game was improved greatly and is now more immersive than before, the programming of the mechanics of the game have been vastly improved to create something more enjoyable and consistent, more music and sound effects have been designed and implemented into the game - my point is that over the past year there has been plenty of behind the scenes progress that really helps add to the immersion and quality of the game.
So what are our plans for 2018, you may be asking? Our first goal is to release the Demon Debug Alpha, and we are absolutely certain that it will be coming out this year and not delayed any further. In terms of the Alpha we are aiming for a late January release date as all that remains at this point is the cutscenes, but stay tuned for the Alpha teaser trailer as that will feature the definitive release date. Our second goal is to carry on with development of the game with the same level of quality and get as much work as possible done to bring the game closer to launch. Unfortunately a full release this year seems highly unlikely due to the level of quality we are aiming for in the game and the time the team can spend towards the project (n.b. Everyone in the Forgotten Pixel team works on the project in their free time and it is not a day job by any means, this means that at times there is plenty of progress whereas sometimes there is little progress due to free time), however, we are aiming to get a significant portion of the game complete this year and work towards a launch in 2019.
Now that I got our 2018 goals out of the way I can finally talk about our recent progress and, as usual, let’s start off with the art side of development. Both Callum and Brandon have made some good progress recently and have now essentially completed all of their tasks for World One. Callum has recently completed all of the Meaty Mitch animations and Brandon has completed all the backgrounds and tiles for World One. Now all that remains is for Brandon and Callum to complete the cutscenes of the game
As for me, I haven’t been working on the game as much as usual over the past month, but I did get some work done primarily in terms of implementing new sprites and also working on a few bug fixes. I have also been working on a few in-game tools to help ease the level design process for Christopher when it comes to making levels for World Two and beyond.
Christopher, Fraser, and Rupert have not had much to do recently as they all have essentially completed their work for World One. Rupert has created all the audio needed for the Alpha and cannot go on to work on audio for World Two as he needs to know what the World will be like before he goes on to create audio for it. Christopher has designed all the levels for World One and wants to wait for a bit of feedback from people who play the game during the Alpha before starting to work on World Two to ensure he is heading in the right direction and major changes do not need to be made. Fraser has completed the World One story and dialogue and is now waiting for it to be implemented into the game to see if any further improvement can be made.
That is all for today’s blog post, we hope you all enjoyed this blog post and we can’t wait to share more exciting progress over the course of the year!
Demon Debug Blog
This blog is dedicated to the development of Demon Debug, a 2D Platformer set in Hell