written October 31st, 2014 by Joe Pierce
Hey there folks! It's been over a month since our last major update, so I guess it's about time for another one!
Here's a scccaarrryyy thought: Because of our little ordeal with the map (as well as some other things), the remaining workload is looking very similar to how it was last month! Oh, It's lighter for sure, but all the familiar tasks remain. Still finishing up cutscenes, still polishing up boss fights, still playtesting, still generating art assets, and of course, still messing around with the user interface. We've been doing a lot of chipping away, but unfortunately haven't managed to completely finish up anything quite yet.
written October 17th, 2014 by Joe Pierce
Hey there everyone. I thought I'd go ahead and try something different this week. Instead of detailing some features from the game, I'd like to go ahead and talk about a recent experience while developing the game. But in order to do this, we're going to have to dive into the realms of frustration!
You see, over the past couple of weeks, I've had to comb through the game files and perform 3 tedious and elaborate tasks for every single level in the game! With 600+ rooms to account for, you can see how this workload can stack up, and how that aforementioned frustration can start building!
written October 9th, 2014 by Joe Pierce
This week’s update will be a quick one. We’ve been very busy, but I thought I’d go ahead and at least show you what we’ve been working on:
Behold! It’s the in-game map screen!
Now, while The Legend Of Doodle may not be a Metroidvania, there are exploration elements, mostly involving secret areas. Because of this, we felt like a map would be helpful for players to keep track of what they’ve managed to discover so far, and would be a good way of tying the world together a bit more. Things will seem pretty flat if you don’t poke your head around at least a little bit, but there’s plenty to discover!