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Hello friends, this log presents what I have been up to the last few weeks. Lots of detail work, rest, and more detail work. When developing a game as a programmer, game design and gameplay can sometimes take a back seat to...

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WELCOME BACK TO OVERFLO GAME DEVELOPMENT LOG 3!


Hello friends, this log presents what I have been up to the last few weeks. Lots of detail work, rest, and more detail work. When developing a game as a programmer, game design and gameplay can sometimes take a back seat to assets. At first while you iron out the code, prefabricate reusable assets, and learn how your games heart beats, I was in the weeds… I need a machete, I found one. So, recently I’ve focused on making the game more game like and more importantly, FUN! No major characters or new levels have been added yet, but new level art is in the works… here’s a peak at

Level 5, Mutated Forest:

level4

This level will be dark (might maintain the black white look) but will be filled with highlighted objects full of bright, vibrant color. The objective will be to make your way through the mutated forest to the mutated tree of Othoros. (just kidding, the tree has no name). Either way, the tree will have a large interior and most of the level will take place inside.

There was some progress on level 4, Sour Sawmill… Since each level so far features a unique gameplay element:

  • level 1, Overflo Town, is introductory level that teaches how to play and includes some platforming elements
  • level 2, Sewer, features puzzle and combat elements
  • level 3, Train, is strictly puzzle elements

Level 4 will be mostly platformer / physics driven gameplay where fast player response and thinking is the best recipe for success. Take a gander at a sneak peak of Sawmill:

Sawmill should be a fun level for players as they stretch their hero’s legs and get down and dirty with physics.

Some fun looking colors, this feature testing level showcases some new wall slide and double jumping ability to furthur enhance the platformer aspects of Overflo Game

Speaking of testing, level 1 has been the victim of some testing as well.

Take for instance this hat rack (temporary art), that will only allow you to maintain a collected piece of performance enhancing clothing within the scope of the two hat racks.

That’s fun… let’s take a look at some additional enhancements for level 1.

You can now throw enemies (If they are small enough to throw)… You can pick up and throw enemies that are capable of being thrown, These enemies can have a direct effect on the environemnt as well, such as destroying ground, boxes, and spooking nearby enemies:

Also, we’re tidying up level 1’s end game to get us smoothly into level 2 with some fun puzzle elements and a secret passage!…. This is still in development.

So all in all, there’s been productivity, albeit on already created levels. Development log 4 will bring new characters and character A.I., some new fun combat attributes, and more. Check back to stay up to date with Overflo Game! As always, we invite and downright hope you’ll provide feedback and comments to these development logs to better Overflo Game. Without you, there is no indie game developer.

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