NEW TRAILER WOOT WOOT!
Well, this devlog has been a loooong time in the making. I’ve been hard pressed managing my time between home and the upcoming Steam launch, so I haven’t really had time to sit down and write about what I’ve been doing. But having just completed the new Steam trailer, I feel like I can treat myself to stopping work for the rest of this afternoon and write a bit about what’s been going on. So first an (incomplete due to memory) list of things that have been done:
- Complete graphical overhaul of the game.
- To go along with above, a complete graphical overhaul of the promotional materials, including a new logo (Some people were unhappy with the previous font used for the logo, so here’s to you folks ):
- Added in proper physics. Before I had it so that you hit something and you kinda just bounced off it randomly, but now I’ve gone in and added juice to the collisions and also made the smaller bodies react appropriately to your collisions, which has been a lot of fun and also made the game a lot more entertaining.
- Added in a ‘ghost system’ that displays all of your previous attempts upon completion of a level.
- Reworked and updated the scoring system (although it currently only functions within the Steam eco-system, something I’ll have to fix before the release date for other platforms).
- Completely overhauled delivery selection screen, with a lot of ‘bouncy bouncy’ tweening going on.
- Reworked the code behind the scenes involving the delivery editor, which helps everything function smoother and (hopefully) has led to no (or less) bugs compared to before.
- Reworked the tutorial so that there’s more of a step-by-step process involved, rather than just a “free play” area that had consequence free flying (which it was before).
- Added in a tips system for when you’re dying a lot on a delivery (currently is not customised to the specific delivery, so it’s more “general advice” but that may change in the future).
- Added in comedic criticism from your corporate overlords when you fail a delivery.
So that’s all the stuff that I can remember, plus the many things that are too minor to mention. As the Steam Autumn Games Festival is approaching, I’ve been pushing hard to get a proper Steam demo ready and that’s getting very close. I’m hoping to launch that within a weeks time from now (or thereabouts) so that I have some time that people can playtest it and find any bugs before the actual festival happens.
As I said at the start I’ve just completed the new trailer, it’s the one at the very top of this post, which was a genuine slog. I really have to give a big thanks to all the people in this community that gave me ideas and tips during the creation, it wouldn’t be half as good as it is without all of your input! Makes me feel warm and fuzzy. The amount of footage I recorded and re-recorded has done my head in and noticing minor issues and having to record whole sequences again just to fix them was pretty frustrating. Video editing is my least favourite part of releasing an indie game and I’m glad that I’ve got this particular one over and done with.
To go along with the new trailer, I’ve completely rebranded pretty much all of Spaceslingers promotional content. This keeps everything in sync with the updated graphics of the game, as well as being a breath of fresh air after staring at the same stuff for the last few months. I’ve also grown artistically over the course of developing the game, as well as gaining a better mastery of the graphics tools I use (Inkscape, GIMP, DaVinci Resolve). I’ve had a lot of this stuff just waiting on the backburner for when I finish with the new trailer so I can make everything cohesive and consistent at once, rather than having pieces of varying quality and look all over the place, so I’m pretty excited to be able to push it out into the public.
On the coding side of things, physics, juice and polish has been the name of the game in this update. I’ve been going through everything and adding bounce/juice/tweens/etc wherever I think it fits and I think that that, along with the new physics system, has really added to the feel of the game. I’ve also been muddling my way through finding the best way to store data when it comes to Steam and I hope that I have it figured out. But it’s hard to test properly by myself, so I guess I’ll see when other people start playing the demo. I’m also quite intimidated by the idea of having to create a system outside of Steam to hold all the data and high scores once I release on other platforms, so you might be seeing some posts by me after the Steam launch as I try to figure out online databasing and best methods for storage and retrieval, etc. It’s not something I’ve ever done before.
That’s about it, I think. This update has been the culmination of nearly two months of solid work and I’m feeling pretty good about it.