Tag Archives: gameplay

Working slow but safe on Six Sides

Hi!

We are on June, but the development has suffered a little delay. Since the last post until now I’ve been a little busy (remember, this is a one-man team working on his spare time), first preparing some surprises for my only sister’s wedding. It was a mid-ages wedding and I was the only one in the family with the necessary background about the theme, so I was in charge to make cool things, and engage all family and friends to be part of the surprises. It took more time than expected, so a there was a month lost from the development, but I don’t regret it, it was done for my sister, it was a very fun party and I was dressed as a knight, even with my own sword, so it was very cool.

After the wedding, some friends asked me to give a speech about how is to work on the videogame industry, so I did it. You can find the video here, but it’s in spanish (and I am a very fast speaker).

Finally, I attended the PAD congress, and indie event in Barcelona in which I could showcase Six Sides of the World and obtain great feedback. It was a success for the game, and lots of people chose the game as one of the three best ones, which is hard for a puzzle game.  The game also demonstrated to be very polished and the Game and Level designers from other studios were impressed about the level design, so be prepared for a great puzzle game.

Nominations on the PAD congress
Nominations on the PAD congress

But not all the time has been lost, I also made some new levels, fixed some bugs, modified the difficulty from others and make a new video in which all the levels shown are from the real game, not only level concepts.

By the way, all the music themes are finished and they sound great, so be preapared for an awesome soundtrack.

There is still some work to be done, but mostly on the level part, so I hope, at the end of summer to have the game finished and ready for launch on Steam!

From this very moment you’ll see more frequent updates about the game status.

See you soon!

April 2015 update

Since January a lot of work has been done. We created new levels, upgraded some graphics and gameplay. And then, a beta test begun. We got very possitive feedback and some interesting details and ideas that have been implemented into the game:

  • Upgrade the camera code to make it move smoother
  • Redesign the World selection maps, and reflect the changes inside the affected levels. Now we have planets, asteroid fields and more
  • Decrease the difficulty of some levels
  • The floating texts weren’t being noticed, so we added floating banners to give them visibility
  • Camera shake when something explodes
  • Set a color code for the wormholes. Now you can guess where they will lead you
  • Added Intro – outro animations to each level.

This work has given to the game a new appeal and it looks more finished and polished. We still have to change the sound effects by others with more quality, and also some new music soundtracks are needed, but apart of this tasks, the next step is to add the remaining levels. We hope to have them finished by august. The game is nearly finished!!!! There are some of the new screenshots of the game with all the changes made during this time.

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We have also recorded a new gameplay video, showing a little bit of the level design. Some levels contains more than one puzzle, and they’re mixed together creating a puzzle with solutions of different difficulty, each one leading you to a new level. In this way, all players can enjoy and finish the game: if you can not solve the difficult part, you can always follow the easy path to the end of the game.

Ready for the contest

Three months has passed since we started the GreenLight campaign of Six Sides of the World. We still have not been approved, but the game is receiving votes day by day.

Since then we’ve been working on the creation of the game levels, fixing bugs and preparing the game for some contests. One of these contests is IndieCade, one of the most important ones about indie games. The other one is, of course, The Independent Games Festival, but IndieCade subscription opens first, so we’ve been working hard to have the game ready for it.

At this time the game is not completed, lots of levels have to be created and,  also, the game still needs polishing, some little details, and bug fixing, but is on a really good playable state, with twenty levels and two hours of complete gameplay from the beginning.

We’ve been testing the game progression with some players, and  that helped us to fix some bugs, polish some important details, and rethink some puzzles, just because, they could break them or discovered some errors on them. But, the most important thing is that they had a lot of fun with the game, even when they’ve not listened to the incredible music that Carlos Viola is composing. We’ve added  the music a couple of days ago.

So, we’ve now enter the IndieCade contest. We know the competition will be extremely hard, but we’re happy about how the game is going. Maybe we cannot even reach a finalist nomination, but we’ll be honored if we can get one.

During the development of  the game some of the previous concept levels have been changed or even discarded because they didn’t fit on the real game progression, so we’ve reflect these changes on the current game captures. Also, we’ve added a new video showing the gameplay from one of the levels from world 2.

This video contains a little surprise. As you can see, this level has two exits, why? Because we’ve created a non linear gameplay experience. Some levels have more than one exit. Some exits are harder to reach than others. So, the easy ones carry the player to the standard game progression line, with easiest levels to play, which allow him to reach the end of the game without problems. But, for advanced and experienced players, and those who want a deeper and harder experience, the hard exits leads them to harder, more complex, even spacial levels, rewarding them for their effort.

This progression makes the game suitable and enjoyable by most players, giving them what they really want from the game: Just complete going straightforward to the end, or have the chance to explore every corner of the levels, study the complex puzzles that allow them to find a exit to the optional levels and complete all the challenges of the game.

Now is time to keep working on Six Sides. We hope to post news soon!

Remeber: Six Sides of the World is still on Steam Grenlight waiting for your votes.

New planet sets, elements and improved graphics.

Hi again. These past two months have been very, very productives. I was on holidays for three weeks, so I took the time to improve the game.

First of all, the garden planet set graphis have been improved, but also, I’ve made two new ones: A pure color set and a mechanical one, and, about the volcanic planets, I’ve removed them.

The pathfinding code have also been improved, and now, it works better than ever before. But that’s not all in the code part, because some new gameplay elements have been added, like some cool new asteroids.

And I’m nearly to finish all the gameplay elements, I think I only have to make the satellites and one more. Some of the initial elements have been discarded.

So I won’t update the website in two or three months, but after that a new teaser trailer will be released, with some surprises, and also the posting of the project to the Steam Greenlight vote zone.

And of course, I don’t forget the screenshots:

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See you soon!

Playing with lasers

Hi!

Just to begin, I want to say that while I was testing some levels created with all the gameplay elements of the game I enjoyed them very muchI am sure you will love the game when you play it.

This two months have been very productive. On this time I’ve added five new gameplay elements:

  • Light Barriers, with three function modes: Avoid all, Avoid lasers and Avoid solid objects to pass.
  • Antennas, to connect elements from different planets
  • Refractors, to split laser beams
  • Mirrors, to reflect laser beams
  • Laser activators, in two flavors: Activator to switch the objects on and activator to modify the behavior of the elements (like switch buttons)

Now it’s time to fix some bugs I’ve found while I was crafting some of the new test levels, and also, update the pathfinding code (or remove it all), because it does not work properly when there is lots of elements that can change the way they allow to pass the player. And of course, I’ll add some new elements like mechanisms, and other secret ones (I want to surprise you when you play the game).

And here is one of the levels I told you about at the begining of the post:

That’s all for now.

See you soon!