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Dev Diary 56: Make or Break

Posted October 7th, 2009 by Yac

igflogoIt’s make or break time for me. We’ve got the long month of October ahead with multiple deadlines looming on the 31st: We have an internal deadline for a publisher demo. That’s also conveniently the deadline for the IGF entry. It’s going to be a hectic few weeks, but I am looking forward to it a way. This sort of pressure helps me focus on what is important. And what’s important right now is making the best damn demo possible.

We have a chance to make our mark, and we intend to seize it.

Work Done Last Week

We created some new test levels but most of which will get scrapped for being overly complicated. The artist and I are converging on the best way to create levels both from an art and gameplay point of view. I also made a couple tests for new elements and scenarios which will allow us switch up the gameplay from time to time.

Code-wise, there were many bug fixes and some more improvements to the shooting, and the general character behavior.

I worked on a new gameplay build, and that went out to a friend for testing and feedback. I planned to send it out wider, but it turned out a lot rougher than I expected (which is not good). I definitely expect to put out one or two more gameplay demos before the end of the month.

I did some work later in the week on the editor tools. I began some re-factoring to allow us to add some better tools.

Work Planned This Week

I’m continuing the work on the tools. It’s a big job, but it’s gonna yield a lot of new stuff for us to use when building levels: Animation improvements, gameplay element placement, and the initial support for event triggers.

Related Posts

  1. Dev Diary 59: IGF Dev Work Recap
  2. Dev Diary 32: The Month Ahead
  3. Dev Diary 53: Inspirations, Part 2
  4. Dev Diary 33: Keeping it Simple

2 Responses to “Dev Diary 56: Make or Break”

  1. Salim Siwani

    Well, if you need to delegate then I’ll take the worrying and getting nervous task off you :-)
    Keep at it and get that IGF demo totally awesome!
    Glad to see you’ve realised the importants of tools too. In my humble opinion, at least half the gameplay potential of your game is in your level editor.

  2. Yac

    Hehe, thanks.

    Tools have been important from very early on. They just sucked in the beginning. It’s definitely been a learning experience. I think I’m on my 4th iteration. And now adding new tools is a breeze. Finally.

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