So many distractions! Cleaning up after our party last weekend coupled with some training at the Embassy means Suzy didn't get the full love she deserves this week. That being said, let's have a look at what I did get around to.
This week was the project handoff to Noodlecake. Going forward, the project will be hosted on their Git repository. I feel like a parent handing a babysitter their kid for the first time! Other than that, I got to work decorating some of the game's more solid levels and working on more translations.
What makes a good first level? What sets my first level apart from every other level in my game? If your game follows a mostly linear structure, its first level will need to be designed around very different goals than the other levels. In this Lessons from Suzy Cube article, we will break down those goals as they apply to Suzy Cube and how the game's first level strives to achieve them.
Does the pyramid look pointy when standing at the bottom? This is a question we, as game developers, all need to step back and ask ourselves at some point in a project. Heck, often at several points during a project. So, what do I mean by this? Well it's an analogy I've come up with to represent the diminishing return of polishing a product beyond a certain perceivable threshold to the eyes of the consumer.
Suzy is now trilingual! That's right, I've finally cracked the localization nut! What you see up top is a screenshot of my very first functional test loading and displaying localized text from an external file!
As predicted... not much to update you on this week. We've got a house guest, it's a four day weekend, and we celebrated my wife's birthday with friends yesterday. So the latter part of my week has mostly been spent in the kitchen prepping for said stuff. So what about Monday and Tuesday?
Aaand we're back! Sorry for the hiatus, folks. My wife and I were on a long overdue vacation. I know most of you were probably hoping for a nice meaty update upon my return but, alas, I updated my version of Unity to the latest (5.6) and with every major release comes dealing with new issues.
Well, the 2017 Game Developers Conference has come and gone and it's been a hell of a trip. I got to hear some great talks, hang with some great folks, play some great games and get some great buzz going about Suzy Cube!
Great news! Suzy Cube is a top 10 finalist in the 2017 IndiePlus game design competition! Most amazingly, this means I've been invited to attend the winners announcement ceremony in San Francisco during GDC 2017!
Hey, folks! Looky what we've got! Level 5-2 all up and drafted! As I see my list of still-not-designed levels shrink, it's hard not to be overtaken by a lulling sense of impending completion, but I must fight it and stay focused if I am to ever get the game into your hands!
Happy new year everybody and welcome to my first update of 2017! Unfortunately, Monday was a holiday and I was sick for most of the week, so it's not, exactly a spectacular update but I'm back at it hoping this will be the year all of you get to play Suzy Cube for yourselves!