Tuesday, October 22, 2013

Short recap

Time sure flies by!

I've been working on the level editor, and I'm pretty happy with how it's progressing. At an early point, I was a little bit daunted by the number of features we wanted to add, but after going through about half of the list I feel a lot better. It's also great to be able to test using some of the early art Keo's produced. We got a lot of work done over the past two weeks, and with Kyle's promising boss fight framework ready to go, I think we're close to creating a playable prototype. Exciting!

What else... oh yes, we found a musician! And a talented one at that. Go check out his stuff! https://soundcloud.com/sam-english-composer

so many buttons

lovely tile art

Friday, October 11, 2013

Jam Remake(s)

Over the past couple of years, we've participated in a good number of game jams. A handful of these jams produced a game that we told ourselves we'd come back to when we had time. Well, now we have time.

The first boss in the original The Two of Us

The first game we plan to remake is The Two of Us. It's the first game that Keo and I worked on together, and it's one that we think has a lot of potential. Keo's been working on redesigning the character, and I'm really excited with his art direction.

the new design has the character visorless, and wielding a hefty hammer instead of a sword

I've spent the past couple of days creating the basis of the level editor we'll be using throughout our development. It doesn't have many features yet because we still have to flesh out some of the game design/mechanics, but it's a start. I think separating the level editor into a different tool slows down iterating on design, so I've designed the editor to be able to seamlessly load, edit, save, and test levels quickly.

making changes in the editor. currently uses the old art as placeholders

This isn't the first time I've made a level editor for one of our games, but this is the first time I'll be trying to make it as user-friendly as possible. I'd like to make a tool that doesn't require a huge amount of time to get familiar with, something I haven't had the luxury of with previous editors due to time constraints. Eventually, it might even be cool to release the editor alongside the game so players can create their own adventures... but we'll see :)

Tuesday, October 1, 2013

Art, Ho!

Keo has officially joined Nuke Nine!

Stay tuned, we have something big planned...