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Devblog 34






Unfortunately there's not too much to report on this week as I've still been playing content catch-up with Sahand so there’s no too much for me to show which you haven't seen already so for now in true Super Toaster Guy style here's a pretty gif of a duck :)
-Greg



The past couple of days I've been wrapping up the boss fight, and making it more "sinister" as per Etienne's requests. Often times, as I try to make a track sound fun, I end up getting caught up making it too goofy, and I think E had to do just a little bit of reigning me back in. In order to get a more dark/sinister feel, I used a waterphone-style patch and torqued up the pitch as the track goes on. It's subtle, but I think it really adds to a sense of dread. You can take a listen to the boss fight here:

https://trevor-black.bandcamp.com/track/stg-boss-fight-v12

-Trevor

*On the music note, I've noticed we seldom get comments about the music and I was wondering why that is. Is it because people are less interested by this aspect of game design? Not sure. I hope this aspect of the game will be getting more feedback in the future :beg:.  


Nothing! Well, actually, I've been scribbling on paper for some monster designs but ended not choosing any so there would be little point in showing anything. As you might have read in my other messages, I've been investigating the idea of hiring a PR person in order to promote the game. I'm also trying to think of a list of places to share the game at (other communities). So again, the last few days have been administrative for the most part.


Hi guys ! What's up ? I don't have so much news for this devlog but I worked on the first draft for garden's level. Lot of ideas for new gameplay mechanisms, maybe in the next Sunday devlog. Also I'll begin to create the bathroom's level with a first engine's version by Greg in a few days. The development will take a new speed with that ! See u soon.


Goulven.


About the devlog:

I don't think there's a lot of content in today's devlog to be honest. I kind of feel I'm publishing a devlog for the sake of publishing one. This got me thinking about what oldblood mentioned earlier that once a week should be enough. I'll discuss with the rest of the team in the next team letter about this. I think having a single devlog a week would give everyone more time on preparing more content for the devlog, say every Sunday. Basically, one single devlog a week with plenty of content would be better than two with one of them not having much to show.


So this week on behind the scenes I'll take my pick from the list of question and the question I've picked for today is: "What do you think is the secret to making a game unique?"

Now I don't think there is any secret way or special thing that is needed to make a game unique but I think it boils down to one key thing. Simplicity. You can put as much content and features into a game as you want but if the basic core game stripped down of all the different parts isn't simple and fun then the game isn't going to work.