Post-mortem of Six Sides of the World

Six sides of the World released some time ago. Not too many days back we added a whole new layer of content for the game. I think it’s time to take a look to the past and do a Post-Mortem of the game as we keep working in some prototypes of what occasionally will become Cybernetik Design’s next title, but we will talk about this topic in the future, now let’s focus on the past. The game was developed in the spare time of Emilio, the one-man-army behind the development. It lasted approximately one year while he was working for…

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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…

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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…

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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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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…

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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…

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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…

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Lots of code and new elements

Hi! This time, there has been more work done on the code part than the visual, so, after a month and a half, the updates on the project may seem very few, but it’s not the case. The camera code has been improved and now works better when moving between planets New code on the laser turrets allow them to destroy Maigo after a hit Maigo can be destroyed by lasers (and future hazards) The Laser turrets and teleports code has been improved to support a new element: Switch buttons, that can change an element behavior in several ways. Updated…

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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…

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And now, with fancy (but not yet deadly) lasers

The last two weeks have been hard ones, (I had a lot of difficult work to do), but I managed to progress in the development of Six Sides of The World in the spare time. I’ve improved the navigation, because of the new gameplay element: The laser turret. The turret can be programmed to move in differente ways. It can be pointed to a target, rotate in several ways, at different speeds, and also can be hidden on the ground when it’s inactive and let Maigo pass over it, but when it’s active, a strong green laser (yes, green, why…

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