New week, new update!
This week a lot of work was done on the first level, which is now actually playable, although it still looks very ugly (this was the first “gameplay” pass where we set up enemies, loot, keycards, etc. and play-test the hell out of it until we feel the “flow” is right… now that we’re pretty happy with it and most further changes should be tweaks rather than major overhauls, Cyangmou can start applying his magic to it!) so not really much to show yet on that side.
We did however bring back and polish an old feature that was essential to building a proper level, namely doors:
Of course doors can be unlocked or locked:
In which case you’ll need the appropriate keycard to get through:
On the art side, Cyangmou continued polishing the shooting animations for the main characters, and we’re now down to only a few weapons left (such as the lightning gun):
And last but not least, we are happy to introduce Rafael Langoni Smith, who will score the demo (and possibly the rest of the game if the demo is well received). Rafael has been dabbling in music since he was 5, and has worked in film and television as well as on a few other games before (you can find out all about him over at Rafaelsmith.com).
As for how it’s handled in the actual game, the music is made of several layered tracks, which can be faded in and out depending on what is going on in the game.
For example here is a 10 second excerpt of the main character exploring an empty room:
However if that room was full of enemies, it would sound more like :
Of course enemies on the screen will not be the only thing affecting the music (anybody remembers the music speeding up as you got low on health in sf2 ?), so hopefully we should end up with a pretty dynamic soundtrack!
Next week depending on our respective “regular-work-schedules” we’re hoping to be able to show the first screenshots of the first level, so make sure to check back in if you’re curious about how the actual game is shaping up ^_^