June 30, 2017 - AVCon news!

As you can see in the screenshot below, I changed up the visuals a little bit this week. I wanted to soften it a bit and make the points of interest stand out a bit. I added a few quick animations to liven it up too. Emission values changing when objects are interacted with was a nice addition.


I added the mine pivot this week. Built a quick model for it and made a little sound for it as it counts down. Just need to create an explosion particle effect for it and it'll be sorted. That'll come a bit later though.


I created sounds for most of the interactions in the game. It's added a nice little touch that will help when my testers start getting into it.


The game now has a timer for each level. Collecting the orbs will give you an extra couple of seconds. It's given the game a new feel to it, knowing you don't have all the time in the world to complete the level. To calculate the time for each level, the game automatically does it for me when I'm testing it. It will record how long it takes me to complete a level and will add certain percentages in a few different ranges for different difficulty. The times are overwritten whenever I complete a level in a shorter time than has been previously saved. It feels good but currently defaults to the hard difficulty so it's been a bit stressful for some people playing the game for the first time!


In other news:

We're going to be at AVCon next month! And we're bringing Perso! So come around to say hi and play all the amazing indie games that will be showcased there!

AVCon is held at the Adelaide Convention Centre July 21-23. Head over to their website here to grab a ticket.


It would be great to see you there! Otherwise follow me on twitter and see what we get up to!

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