An update, and some announcements!
Hello, it's been a while since we last checked in! There's a lot of additions, changes, and news to cover over the next few updates (and I promise I'll make them more frequently!). This time, we'll be showing off some of the changes to Puzzle Depot's circuitry.
The Circuit Update
Circuit objects are things like buttons, pressure plates, and doors... anything with an on/off state that can be toggled. Before, these objects were fairly limited in functionality (no more than four pressure plates allowed per room, for example). In the last few weeks, circuit objects have undergone a major overhaul, allowing for far more complex mechanisms to be built. The example above shows some inverted red pressure plates, which must be left free in order to open the doors.
In this case, the red plates control other doors independently, and must be carefully managed to avoid getting trapped. With multiple circuit objects working in tandem, there's a lot that can be done.
Puzzles like this, where yellow and blue plates must be activated together to open a green door, are now possible. These are not the inherent properties of these objects, but are achieved through the way the circuitry of this particular room is wired. Even a sort of combination lock can be built with these tools:
In addition to mechanical changes, the World Editor is looking much prettier these days, and a lot of work has gone into making it easy and quick to use. Not only can you make your own deadly labyrinth of devious puzzles, but you can decorate it nicely, too!
Getting the World Editor to its current state has been a huge focus for us, and while the content being created with it is much better than it would be without, it has taken some time to refine the tools. With the amount of content left to add to the game, I don't think we'll be ready to launch in October as originally planned.
However, there is a silver lining! We will be providing backers with an early version of Puzzle Depot capable of loading custom levels, which means future Kickstarter updates can also come with new content to play! You'll be able to check out new additions in a much more tangible way, and this will ultimately allow us (and players) to produce a lot of content beyond the game's story levels.
Expect more news about the new version soon, as I am eager for you all to play these new puzzles I've been devising. The sample rooms shown in this update are from the first custom level we intend to distribute, entitled "Forsaken Valley", a large level with a lot to explore. Not part of the game's main story, this level is something extra just for our backers.
There's more to reveal, but we'll save that for next update. In the meantime, please leave questions and comments if you have them, and thank you all for your continued support and especially your patience!
Also, we are attending PAX West this year! Let us know if you will be there, too!