Devlog - January 29th (1st Week)


In the first week, we met several times throughout the week to work on our pitch and creative brief. While we didn’t start experimenting with Unity yet (besides from the Game Jam), we definitely cleared a lot of the game’s focus. During the Game Jam, our programmers focused on implementing the rotating camera, a UI interface, and the character switching mechanic. However, what differed from our Game Jam and now, is the shape of the tower. Originally we were going to have a cylinder as a tower -- something akin to what you’d see in Tower Toppler.

Tower Toppler

After the Game Jam, we all decided to instead take the approach similar to FEZ, with a 4-sided rectangular tower, only showing one 2D plane at a time. 

After our pitch presentation, this discussion about the approach of the game went even further, where we discussed things about theme, narrative, and whether we wanted this to be more world-immersive or puzzle-solving based game. We tried to figure out things like WHY is this game focused on two characters than just one? What does it mean to have two characters, and how can we make this unique aspect stand-out and be special? We realized that the game’s focus is more on discovery and exploration, and opting to have one interesting puzzle per section of the tower, rather than filling it with “checklisty” puzzles. 

Besides that, we got our itch.io page started, and started to have a feel for the game’s atmosphere and colour palette, developed some concept art, and composed sample tracks from our Game Jam.

Our next steps include correctly implementing the camera mechanics alongside level/puzzle designs and development, as we work towards our next milestone -- the design document and presentation.



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Comments

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Amazing concept art, excited to see how this will turn out!