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Oshi is a 2D puzzle platformer for mobile that uses the light as a core mechanic. In this game we control a small luminescent creature that is trying to save his friends from the enemies.

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So these last weeks we had been working on improving a lot of systems in our game and fixing some bugs we found along the way. In this article, we will explain what kind of things we changed and what we want to improve in the near future. Right now we are going to cover these topics:

  • How we improved our level Generator
  • New level design.

In the next article we will talk about how we are developing our light painting system and talk about some issues and difficulties with the implementation of the controls on our target platform.

Level generator improvements.

Our game has a system of randomly generated levels. Each level is composed of a grid of 8 by 8 rooms, each room might have connections in their top, bottom, left, or right. We feed the generator with premade rooms designed by hand, each room with a different challenge and structure, and the level generator always create a different layout for each level. We want a level to always have the same difficulty by feeding the generator with hard, medium and easy rooms, that the generator will combine to build a level with hard, medium or easy difficulty doing that and keeping the experience and feeling of that level intact but at the same time presenting a different layout. Another thing we changed was fixing an error that allowed the generator to repeat rooms some times, so we had 2 or even 3 repeated rooms in the same level. We fixed that soo we now have a new, more diverse, and fun experience in each level.

Hnet com image


Improving the game design

In terms of game design we are working on the difficulty balance and that is being quite a challenge. We have to design each room by hand having other rooms placement in mind, fine-tuning each room layout soo we don't have dead ends or impossible challenges, and being careful with the placement o probabilistic items like collectibles, hp recharge flowers and now teleport mushrooms too.

With all of that we are trying to find a way to categorize each room difficulty. One possibility is doing that by checking the amount of enemies and their placement, interactions between the enemies in the room, and the environment like traps and spikes. We know that balancing a game can be hard so we are doing a lot of playtests to evaluate how the players deal with the different challenges.

Screenshot 20200522 150407 Oshi


See you next week!

Final character animation and new feature

Final character animation and new feature

News

This week we finally finished the character animation, implement the parallax effect form the backgrounds and a new feature to improve the game travel.

New level design and animations for OSHI

New level design and animations for OSHI

News

This week we started to work on new level design and the walking cycle for our little luminescent mushroom.

Light testing

Light testing

News

So this week we worked on in game lightening. It looks very good already!

 Let's talk more deeply about OSHI!

Let's talk more deeply about OSHI!

News

Hello everyone! The other day we presented our game in a nutshell, today we’ll talk more deeply about its features and mechanics.

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OSHI
Platforms
iOS, Android, Switch
Developer
Explosive Tulip
Engine
Unity
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Style
Genre
Platformer
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @explosivetulip

We are back, this week with some improvements in our level generator and game design! You can read more about it he… T.co

May 23 2020

RT @GameHub_pt: OSHI é mais um jogo #indie português em desenvolvimento para Android na @explosivetulip 🔽 Gamehub.pt

May 22 2020

A teleport and checkpoint system is being tested. We are trying to have a way to make it easier to the player to mo… T.co

May 11 2020

We are working on improving the look of our game this time by adding some new animations. Look at this sleepy cute… T.co

May 11 2020

RT @mdulusofona: So, do you think videogames should be considered art? I think they should. Go check out my article where I give… T.co

May 8 2020

RT @mdulusofona: Studying videogames development can be mindblowing in the beginning. Check this article on Medium and see what are… T.co

May 8 2020

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