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Mission O-Possumble - Devlog 3

SBTGSStudios Blog

Welcome to a very special devlog to mark our official release! We’ve made several updates, including

  • a home dumpster so you know exactly where you’re headed when you want to go home
  • more building art so that you can be a real big city opossum and really get “In the Mood” (Glenn Miller style)
  • better and more animation to give even those mean streets a smoother look
  • speed adjustments so that carrying your babies feels like you’re carrying more than your own weight
  • jazzed-up game over sequences so that whether you win or lose, you always have a reason to play more and play better
  • bug fixes so that you can enjoy the game the way it was meant to be played

Our beta version went incredibly well, so we wanted to make some small tweaks to ensure that everything runs smoothly. We made “home” a big old dumpster that you can’t miss. That way, the objective “go home” has a crystal clear meaning. On top of that, we increased the speed difference between when you carry the babies and when the babies are following you. While more convenient, carrying babies should slow you down, and we’ve made that extra obvious. Furthermore, we added some bonuses for the scenes you see when you hit “game over”, both for victories and losses. We hope that seeing these will give our game that extra juice and that you’ll feel a true sense of accomplishment or disappointment (accordingly). We also made some crucial bug fixes in order to present the most effective experience possible.

Looking ahead, this is the end of the road for us, at least when it comes to the near future. This is the end of our collaboration as a team. If we were to continue work on Mission O-Possumble, we would like to add more levels and diversify our pool of enemies so that players can experience new kinds of puzzles and develop different strategies. We would also like to improve the minimap. We would like to put more symbols on the map so that the player can make better sense of their surroundings using the minimap feature. Another thing we would like to include in a future version would be a commissioned soundtrack to best underscore our story.

Slimy Bursting Trash Gremlin Steak Studios

Watch our trailer.

Mission O-Possumble - Devlog 2

SBTGSStudios Blog

Mission O-Possumble just got an update! We've got a few changes for the beta release:

  • your story starts where it ends - the level now loops around back to the beginning so that there's no need to backtrack
  • new and improved animation and artwork to give all the characters more life
  • everything needs balance - enemies are more difficult and the player now has more time until sunrise. We want you to be challenged... but not too much
  • lots of UI improvements to make it easier to keep track of your energy and know when you're in your enemy's sights
  • your babies can't always keep up with their tiny legs, so now you can choose to carry them on your back to help navigate through the more treacherous areas, with the drawback of moving slower
  • our raccoons got a makeover - no longer are they stationary obstacles. Now they move, screech, and attack if you get too close
  • setting the scene - every story needs some good exposition to draw the audience in

This update focused heavily on level design and ensuring the player has a less tedious experience. We wanted to have just the right amount of action and resource management. Carefully plotting out where the player can rest and assess before delving into the waves of angry raccoons and mobs of - well uh... mobsters - is key to helping the player complete their journey without too much heartache. Additionally we spent some time on the aesthetics to give the game a more unique style, and of course plenty of bug fixes.

For our next update, we plan to dig deep and get rid of any more bugs that are hiding from us. More refined artwork and animations will be made, too. Finally, we want to make sure everything is nice and juicy.

See you next time!

Slimy Bursting Trash Gremlin Steak Studios

Mission O-Possumble - Devlog 1

SBTGSStudios Blog

Your mission, should you choose to accept it...is to try the newly-released alpha version of Mission O-Possumble!

This past week, we've made some significant updates, including:

  • changing the location of home to be more intuitive (home shouldn't just be for the heart - it should also be where you start)
  • putting a face on the clock - we've made it clearer that there's a time limit and easier to tell when you're running out of time
  • making the humans run faster and raccoons sap more of your energy (now you’ll have to play possum if you want to win)
  • allowing you to take charge and sprint at top speeds to get ahead of the clock - but it’s going to cost you some energy, so you’ll need to strategise wisely
  • adding some sick period tunes to get you In The Mood and sound effects so you always know what’s going on
  • teaching our babies to fall into line behind you (for each baby you collect and every bit closer you are to winning, you’ll gain a longer line behind you and it’ll add difficulty)
  • fixing some pesky bugs with turning corners, the camera, garbage cans, pause button, and our win game screen so that you can enjoy a smooth experience
  • optimising performance so that you can worry about losing time, not losing frames and your computer will thank you

This version has been largely about making large improvements in the ideas we already had in motion. We felt like we hadn’t delivered on the big promises made in those ideas by not highlighting them in our previous version, so we made sure that you can’t miss them this time around. We also polished it up nicely so that it’ll run smoothly because we had been facing significant performance problems and bugs and that it’ll look like more of a finished product than just a work-in-progress.

In the future, we’re looking forward to adding collectibles that will grant power-ups to vary gameplay and allow our player to experiment with new mechanics. We’ll also work on adding more levels and modifying our existing level so that we can extend the player’s experience and introduce concepts more gradually. Plus, we’ll add new obstacles so that the player can fully utilise the jump function and have more difficult levels to solve. We’re excited for you to see everything that we’ll do and can’t wait to hear what you think of what we have going on right now.

Slimy Bursting Trash Gremlin Steak Studios