Wednesday, March 27, 2013

Weekly Update 03/27/2013

This week marks the complete integration of the challenge menu, including the server side leader boards which are attached to each challenge map.

Wednesday, March 20, 2013

Weekly Update 03/20/2013

Bit of a slow week, but we now have a GUI figured out to actually display the various challenge maps. Also some underlining code has been updated to better support handling the multiple maps, and the differences between the single player mode, and challenge maps.

Next up is fully implementing this new GUI in code, and actually pushing out a new challenge map or two.

Wednesday, March 13, 2013

Weekly Update 03/13/2013

Gravitum progressed quite a ways this week. Kawe started working on redoing the intro to the game, as well as wrapping up an outro for it, and a large milestone was reached as well. Completion of the single player level. This mega long map clocks in at 1525 tiles long, or in pixel terms 48,800 pixels long. Try doing that and not using tiles.

Also as is proper form, the end of the game is quite demanding. Not that the level is trying to tell you anything though.. :)

Next up is developing one or two more challenge maps, which are really built around not difficulty of completion, but difficulty of completing in the best time possible.

This is because challenge maps are really all about speed running. Upon completing a challenge map you get the option to share your speed run, and others can then view your speedrun, as well as take on the role of the warden and attempt to catch you. Catching a speedrunner is likewise sharable :)

Once the challenge maps have been chiseled out of my subconscious and into their digital form, we will begin some private play testing.

After that Gravitum should be wrapped up quite quickly.

Until next week.

Wednesday, March 6, 2013

Weekly Update 03/06/2013

A slow week of development for the most part, as both of us we're consumed with contract work and other life priorities.

I did however, manage to progress with Gravitum level development some, and as such you can enjoy a few screen shots.  Remember to click on them to view in full pixel glory :)