(This article originally appeared on the Run Die Repeat dev blog)
Welcome to the Tuesday Update!
And, if I do say so myself, it’s a big one!
First and foremost – we have a functional level select screen! This means that I will soon be able to offer the weekly stable builds of the game to our Patreon Supporters! If you’re not a Patreon Supporter, and you’d like to be able to play the game way before it’s ready and experience allll the little bugs, check out my Patreon page! Until now, pretty much all testing was done by loading up each individual level through Unity – but that is no longer a restriction =D
I’ve also added a few new graphical elements – the main character now blinks and bobs when idle, giving a little more character to the… character. I’ve added a whole new door mechanic for both the main level entry and exit doors as well as the doors on each of the main houses in the level select. Oh – and there’s a whoopdie light too – because what is any sciency/industrial locale without whoopdie lights?
I really like the new doors as well – and everyday that I work on this project I gain a greater and greater appreciation for what the developers of the original game boy games went through: have a 4-color restriction and yet still trying to create a deep, immersive experience. It’s incredibly challenging, – and I have the benefit of using a modern engine like Unity!
I’ve also put together a nice little video that actually lasts longer than 30 seconds and demonstrates some of the core mechanic behind RDR – notably the ‘use your corpse when you die’ aspect – something I’ve not shown off before! So – check it out!
I’d love to hear your thoughts and comments – so feel free to leave them below!