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Skyway is a third person puzzle-platformer set in an abstract universe! Jump, Climb, and Dash your way through the increasingly difficult environments! Inspired by works such as Mirror's Edge, Welkin Road, and Assassin's Creed, you will encounter many surprises as you learn about the story of a man pushed to his limits in an unknown world. Score the fastest time and challenge yourself to master the controls!

Post news Report RSS A Year Late, But Skyway is on Steam

A recap of Skyway-related news in the past year, including the release on Steam which happened at the end of 2016.

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I've forgotten to update this page, and I'm over a year late on this news but... Skyway was released on Steam on December 2nd, 2016. The game had come a long way through about an 8 month development cycle, but it was able to pass the old Steam Greenlight system and earn a couple fans.

In fact, the game is 40% right now for the Steam 2018 Summer Sale, and you can pick it up here!

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Immediately upon release I ran into a few issues, including a major bug that prevented the game from running at extreme framerates (200+). It took a week or so to track down the issue, but I was able to include a patch that mitigated the problem. In short, I simply restricted the framerate so it would only run at 120FPS max.

I've since figured out that the issue was related to a setting in the CharacterController Component that I use provided by Unity. There was a minimum move distance, and on high framerates the value to move the character was too small. My new solution would be to remove the minimum distance completely, but the game seems fine as it is. There's not much reason for it to run over 120FPS for now, and I don't want to tamper with the project much more. Maybe some day I'll go back and add in a few more visual effects along with that fix, but I've got bigger things to worry about.

My next game will be releasing within a month. It's called Burden of Proof, and it's a visual novel that combines elements of 3D exploration with evidence-based puzzle solving. It's a HUGE improvement over Skyway in my opinion, and is way more direct in terms of player goals. While Skyway was open and gave a lot of freedom to the player, I felt that that player had little motivation for continuing through the game. Burden of Proof is a direct answer to that issue; I've created a story which is clear to follow, and all you need to do to progress is to just hit the spacebar (Aside from solving puzzles and exploring crime scenes).

If you're interested at all in this new game, there should be an IndieDB page up soon at THIS URL. I plan on writing a little bit more about my development practices on this new title and how I've tried to improve from Skyway. There probably won't be much more Skyway-related news here, so be sure to check back on my new projects as they develop! Thanks for playing!

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