Devlog: Weeks 11 and 12: (More level design :0)


Welcome, and thank you for sticking with us for another informative Devlog :)

This time we have a bunch of little (and not so little) changes we wanna share with you that we find very interesting and thrilling :0

Starting off the previous UI changes we’ve been pushing through, we’ve managed to finish a complete UI redesign. It includes new custom button sprites, background textures, fonts,  animations and even sounds :). We’re very happy with the result, as it gives the game a little bit more of seriousness and polish, while also looking nice :D

We’re eager to hear what you think about it when you give it a try:

   


Now that we’re talking about UI stuff, work has also undergone to improve the Heads-up-display (HUD) while you are playing, as it now shows you the number of collectibles such as keys, coins and cat tokens. Cat tokens are a new collectible item that has a very cool animation and look absolutely sick °0° (We aren’t entirely sure what we are going to use them for though haha)




(It actually rotates in-game 😮)

There’s also a halloween-esque design for the cat token:

(So spooky >:3)


On the level design front, we have a lot to talk about, as we’ve been busy coming up with good ideas to implement xD.

First, we want to have a tutorial level to introduce the player to core game mechanics, that may not be completely obvious or intuitive at first glance, but that are crucial to completing the game. In this regard we have some sketches:


As you can see the level involves mirrored platforming that at first is not possible without desynchronization, and other obstacles that force the player to also use the desynchronization ability to reach keys or buttons, which allow you to enable moving platforms or bridges.

We’ve also been working on the second level (That used to be called Level 3), which has gotten a major visual and layout overhaul, and is now actually beatable 😮

(Level 2 layout)

For our last level, we have some wild ideas but the core principle is that we want to make it more of a vertical kind of level, with different floors that challenge you in a slightly different way:




We settled on the idea of making 4 different floor levels, each one covering a different challenge mechanic. For example, the first floor would involve the usage of the Async mechanic in a timing and precision dependent way, this means that you have to go Async on certain places, and at the right time to be able to get key items to continue the level.

The second level would be more of a labyrinth kind of section, while the third would involve more complex parkour. For the last level we had the wild idea of sending our characters into outer space, where we intend to take our gameplay mechanics to a gravity-less environment. The final goal would be for our characters to reach the moon, where an epic reunion would take place :0

On other topics, we’ve been doing a lot of “under-the-hood” improvements to the code base and to the project structure that will make it easier for us to implement new stuff if we want to. Lots of files have been renamed, functions have been moved, and hierarchy trees modified, in order to simplify the project as a whole.

The most important of these changes has to be the rewrite of the movement and synchronization sub-system, as this has been giving us a lot of problems in the past.

So, we’ve started the task to make it simpler and work better, while taking into consideration edge cases we had not considered before. More information on our next Devlog 0.0

That’s been all for today. Thank you for sticking with us this far and wish you luck on your endeavours. 

Our most sincere regards, the Disobedient Cat team :3






Files

ProjectSoul_Experimental_5.exe 83 MB
Nov 12, 2023
ProjectSoul_Experimental_5.x86_64 85 MB
Nov 12, 2023

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