Whoa, My Head's Spinning
It’s been a few months, so I guess it’s time to come out of hiding again!
We’ve been spending a lot of time recently on designing level layouts - there’s a lot of them to do, since we still have pretty high ambitions for this project! Today, I thought I’d show off a proof-of-concept for a level that I’ve been excited about ever since we first started work on the game:
Getting gravity to work properly was much more of a pain than you might expect. Luckily, I feel like moving between rooms here will feel really natural and intuitive, in spite of how complex the layout actually is. Sure, the character animations still have some trouble keeping up, but overall it looks like this level might actually work.
Sweet!
That’s a huge sigh of relief, frankly. I spent so many hours trying to get good gravity-independent character physics working that it’d be a shame if we didn’t get to use them!
Come Work With Us!
So, it turns out that trying to make a large-scale, commercial-quality game is an insane amount of work. We still only have two formal team members, and we’re definitely going to need more! If working on a project like this seems interesting to you, go ahead and drop us a note. We’d be happy to talk things over and see if we can work something out!
And on that note, it’s time to dip back into the shadows for the next few months. See ya!