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. 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.

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Six Sides of the World Greenlighted!

Two days ago, Six Sides of The World was finally greenlighted. That’s like an amazing Christmas gift for us! Since the last update we have been working adding more levels, and improving the overall game with some changes and features, like the complete redesign of the gameplay of the black and white levels or the improvement of the level reload times. Now it’s time to finish the game! The rest of the levels are awaiting for us! Thanks to all for your support! And here is a image from one of the new black and white levels.

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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: See you soon!

Read MoreNew planet sets, elements and improved graphics.

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 much. I 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!

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More planets!

Hi again! Sorry for the delay. These past weeks I’ve been working on new graphic assets for the game, just to take a break from programming, and it’s faster to code a new feature than find the right color of a new texture. But don’t worry, I’m happy with the results. I’ve been improving the stars, now they are more realistic; and also, I’ve been making new skymaps and creating a new type of planet. A volcanic one with crystals, lava pits, boiling water and sulfur vents. And there are asteroids too! Now, I will return to programming, and will add new gameplay elements, improve the cameras, finish the laser turrets interaction (to kill Maigo, mwahahahaha!), and maybe make more graphics. And, of course, here is the screenshot.

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Six Sides of the World

After three months stopped, because I got a new job and changed from city and published my first sci-fi novel, I go back to the game development. In the first place, I have reopened the website, it is still pretty basic, but I will add more sections, and contents about this game, and future ones. What is Six Sides of The World? It started as a flash game for the Flash in a Flash contest driven by Unity Technologies. It was one of the four best games of the contest. Now I’m developing it as a PC game, bigger, and better. Do you want to know more? Just wait a few days, I will add a page with the game information. For now, here is a screenshot. Who am I? In internet I’m known as Lord Cyberon, indie developer. I’ve worked in other indie games like Rotor’scope or The pilgrim’s Codex. Welcome.

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