Enemies, Level Design, Villagers, and a New Team Member.
Hello friends, one and all! It’s December already! We hope those of you in the north are keeping warm, and those of you in the south are being glad that you don’t live in the north. 2014 is already looking like it’s gonna be a great year, we’ve got some amazing things in store for everyone.
We’ve had some inquiries as to the state and progress of the game, and this reminded us that we haven’t done an update in a while; please accept this humble “our bad.” Two big reasons for our silence have been that we’ve been firstly and foremostly super busy working on the game, and secondly...we can’t tell you. But know this: it’s totally awesome. And like, a pretty big deal. So please continue to bestow us with your patience; all shall be revealed in due time!
With that said, here we go!
No more Monster Monday :(
Let's get the bad news out of the way first. When we first began the adventure of creating this game, we wanted to gradually trickle out information on the world our game takes place in, especially its inhabitants. We did this with something we called Monster Monday, which if you’ve been following our KS updates or follow us on Facebook, you should remember them. However, sadly, we’ve begun to run out of people to introduce you to without feeling like we’re spoiling the fun of discovering these silly beasts for yourself. So, it is with heavy heart we announce that Monster Monday will be no more. We’ve still got plenty of stuff that we plan on sharing from now until release however, so fear not, we will still update with juicy tidbits as often as we can.
Goolings are a new enemy type we’ve recently added to the game. These guys are usually in a sugar coma from sucking down all Niko’s cake... You should just try not to get too close and wake them, or they will charge. They'll run after anything, no matter what's in between them and it, even if it's a fiery chasm. LOL! Their hard heads can break through certain environmental obstacles, they also weigh enough to activate pressure plates. A great part of gameplay with this AI type is to trick them into working to your advantage. IE getting them to charge onto pressure plates, into tree stumps, flinging themselves into pits and water, etc. Which makes for some fun times.
Behind the scenes additions
Over the course of this project we’ve realized how time consuming all the level design of the puzzle game can be. Some of you may or may not be aware that we are using Unity to develop the game. While it’s a great game engine, it also has it’s limitations when it comes to 2d tile based game design. Recently some of our programming efforts went into designing a nice parsing system for level design, which will help us speed up the process. The tool lets us use Tiled, a free level design program for tile-based games, to design out our levels quickly and export them to XML that unity can then read. Boom! Playable level.
We’ve also put time into developing other game systems and mechanics such as our dialog engine and sound manager.
Meet a New Team Member
Some months ago, when we realized we were not going to meet our projected timeline, we decided we needed an extra pair of hands, hands that were attached to a man with some fabulous programming brain-meat. That man is Yori Kvitchko, and for the several months he’s been with us, he’s proved to be a huge asset to our team. Check out another game he’s recently worked on, Clobbr!
Meet the Villagers of Gogapoe
Gogapoe village is a place. A place with people in it. Most famous of these people is no doubt Niko, the hero of our story. But what about the other, less glamorous villagers? What are their names? What do they do? Do any of them have a lawnmower that I can borrow? Let’s examine!
Also we’ve been working on the layout of the village itself -- we’ve included a shot of a market area of the village.