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Development Update – New Gifs, Screenshots, and GDC!

This past week has been crazy busy for me. After IndieCade East last month, I came home with a lot of ideas for level design, new mechanics, as well as the overall structure of the game. I wanted to implement a lot of these features in time for GDC so that I can get some feedback to confirm I’m headed in the redirection, or make corrections if necessary.

As it turns out, because the project has gotten so big and so advanced at this point, that everything I’m adding takes an incredibly long time to implement. For example, a few weeks earlier, I was working on the water mechanics for the game. I had finally worked out several key design issues with water, and just had to sit down and write the tech stuff. The water itself was pretty tricky to begin with, getting redirection and gravity behavior correct, but what made it extra difficult was that it had to work with all the other systems I had in place.

And that was just one issue among many. Anyway, after many many late nights, I finally got a demo ready. I’m doing some last-minute testing, and there are still a few minor bugs, but the thing is more or less playable, and I’m really happy with it so far. It really feels like the game is starting to come into its own.

If any of you are attending GDC next week, and want to try out the demo, just let me know! I’ll most likely be wandering around the convention center, and will have my laptop with me. Best way to reach me would be via twitter: @willychyr.

To celebrate getting a demo ready after many late nights, below is a completely new set of gifs and screenshots:

Relativity_2014-03-16_Gameplay-01 Relativity_2014-03-16_Gameplay-02 Relativity_Screenshot_01 Relativity_Screenshot_02 Relativity_Screenshot_03 Relativity_Screenshot_04 Relativity_Screenshot_05 Relativity_Screenshot_06 Relativity_Screenshot_07

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