Hi everyone! We finished our second sprint and we made some neat progress.
We've implemented a new hazard we called Deep Water, it's a hole that can be filled with water that you will be able to route through pipes using switches and valves. It provides a good tool for puzzle-based gameplay and also a hazard for platforming. If you go below the water level, you die, and also, if the game designer wants, you can die when falling inside the hole even if there is no water (this will be used for really deep pits).
In combination with switches we also added gates, that open and close when you activate/deactivate switches.
We've also created a small puzzle engine using ICode, where our game designers can use standarized actions (like throw a lightning on this or that object, pick some object up, whatever) and use them to lock or unlock puzzle states.
On the basic gameplay side we created a prefab to create ladders of any size and did some bugfixing on moving platforms.
This second week of concept art solved a lot of unkowns on how each world will look like.
We finally got some nice concepts on the Fire and Air levels, along with minions and platforms for some of these worlds.
We also finished creating concept art for the different states of Cloud. There are some neat mechanics that we're working on for Cloud that we hope you'll love.
We animated the moving platforms, you'll see some weird things going on here. Gnomes modified the forest enough for you to notice it on different situations, platforms are one of those.
Finished the prototyped version of the water level. We need to do some tweaks on it, but at least it's playable already!
Worked on getting the concept for the fire level, how it should be structure and the type of hazards that will define it.
More rough mixes! This time we have some cool background music for the water level.
You can listen to all these initial ideas on our Souncloud profile.
Well.. this is all for now! Hope you enjoyed this update and stay close for more news!