After months of hard work, we’ve reached a point where we want players to try out the game and give us some feedback. We’re at odds internally regarding how hard the puzzles are and how easy the controls are (and how much story to tie everything up). We want people to try out some of the levels and tell us what they think.
We’ve been working on a few things. The first one is about localization. Normally, games are published with complete localization, but it’s different this time. For the sake of the players, we want to support as many languages as possible. We developed a function that players can do the localization themselves, so not even one language will be missed.
Last week, we were programming sound effect for the game. For that, we got two extra team members working on it. And yes, we expanded our team a little bit. So far, it’s just some environmental sounds, and the next phase will be more specific. For example, the sound of operating sentry, cube, footsteps, explosion, and impact.
In addition to that, pause menu is also on our priority list. We were working on primary menu last week. And this week, we just finished secondary menus like loading and option menu.
There is a big change in game we plan to do this week. We want to replace global illumination with environmental light. Therefore we don’t need to bake scenes every time before wrapping up. And at the end of this week, we’ll pack another demo.
Few weeks ago, we held a testing for the first demo of Protoform internally. It turned out we heard people complaining the controlling was too difficult. Then we decided to improve it.
Originally, to reach a high platform with a cube, players needed to place the cube on the platform first, then climb up it, and pick up the cube in the end. After the testing, most people felt exhausted with it and its simplification seemed inevitable. Then we decided to combine the three-step action into one action.
Now the current version is complete and smooth. We are going to keep monitoring its performance. Further changes will be made to it if necessary, although it’s unlikely to happen.
Today I was watching our team members working on scenes, then I found an interesting comparison between views from different angles.
It’s a corridor that connects two certain levels. Through the glass, you can see other buildings in the scene. To give players the sense of endlessness, we made the other end of the building look darker.
Now let’s take a look from the outside.
You can see we only finished a few necessary structures. Just want to show you how different the view is from outside.
Recently we’ve been working on a new feature, it’s something we never showed before.
Here is a gif that shows you how it looks when operating. We want it to be as stylish as other objectives and designs in game. we can’t share much information because it involves spoilers about gameplay.
You can take a wild guess what its function is. I can hint that it sometimes provide invulnerability to players.
Happy Lunar New Year everyone! It’s the year of rooster and we wish you all the best.
We always wanted to have a free-flowing fabric for the female protagonist, we decided early on to use cloth for the clothing instead of just bones and animation. Initially, we wanted to implement the effect of flowing fabrics with a certain plug-in for Unity. But due to the instability, we turned to Unity’s build-in functions.
This is just a glance of how it looks in game, but nothing is permanent. We are still monitoring the performance of the fabric. So everything may change in time. We feel it’s pretty close to the desired effect.
In a recent internal meeting, we decided to spend some time improving the appearance of the cube.
The cube is the most symbolic item in the game. Players can find it in almost every puzzle and it plays a significant role.
This is how the cube looked originally. It looked good, right? But some of us disagreed. So our artist designed a few more pattern options. They’re all inspired by Rubik’s Cube and the complexity of it.
What do you think? My favorite is the first one from the left.
There was a long and drawn out discussion, we liked them, however, we decided to go back to the original one, because these options had too many stripes and barely any simplicity.
So in the end, few things are changed. But it was worth a try.
If you have any questions or concerns (or praise, we love praise!), please email firstname.lastname@example.org, and we'll try to answer to the best of our ability. But we are busy, so if we somehow miss an email or two, please don't be offended, just send one again. Thanks!
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