Developer Update #15 1st Playable Demo!

The demo will allow you to go from the main menu through to the 4th Limbo area. This area has only just started so once there you can’t really do anything.

The game will launch in a Unity web player here

 

There’s still plenty of things on our to do list before this is ready but we thought we would release an early demo just to find out what the community think of it all so far. The demo should probably last around 10 minutes.

 

There are a few things in particular we are looking for comments on.

  • Is the game fun?
  • Do you like the music/sounds?
  • Do you like the art style/graphics?
  • Is it clear what you need to do as you play?
  • Are the controls easy enough to use?

We have had a new graphic designer join the team and he is working through changing all of the interface. Some of the new stuff is in and other sections use the old stuff. We hope to have it all converted in the new release.

 

Here are a few things that are on our to do list as suggested by the team and others who have tested. We always take on board suggestions from the community so please share your thoughts!

Allow the player to move around while on the moving platform (island 3).
The objective window overlaps the inventory window.
Some objects on floating islands don’t move with the island.
Implement the battle music/music transitions.
Alter some of the tutorial dialogues.
Add more animations to the main character for combat and events.
Finish the opening cutscene.

Most importantly please let us know if you find IronLight fun to play!

Developer Update #14 Opening Cutscene Dev Part 2

We now have rendered version of the workshop to show off. It took the artist a while to get the mood right with lighting and shading but we’re happy with it now. The next challenge though is getting it to look as good in Unity.

 

We also need to flesh out the design of the cut scene more, working out animation times, walking locations and the dialogue of the mage. Speaking of the mage, it is currently being developed and here is an early design sent through.

 

Music has been a big part of development this week, we’ve had seven tracks developed and will be working out the opening music and menu theme soon enough. I think it’s better to have the cut scene made and then sent to the composer to develop the theme than the other way around.

 

Here’s our to do list for the next stage;

  1.  Import scene into Unity
  2. Add appropriate lights to get as close to the pre-rendered look as possible (this will be difficult)
  3. Put in place holder character to run basic cut scene.
  4. Have music create to help set the mood of the scene.
  5. Put in correct mage character and polish scene.

Developer Update #14 Opening Cutscene Dev Part 1

Since we decided to develop the very beginning of the game as a vertical slice we are now at the point of developing the opening scene. We had two main ideas (without giving away the story), one involved a large battle scene at the start and the other was a slow paced scene of a wizard sending the main character to Limbo.

The first option was the favoured one at first however it would have required a lot of artwork to be developed and we lacked the time and budget to do so. We also decided it gave too much away at the beginning and so the team agreed to go with the second option. This scene takes place in a skeleton sage’s workshop. We want the player to witness the sage trying to perform a spell and upon it’s success will awaken the player in Limbo.

The basic scene has been laid out and one of the artists has created the room.

 

As this is also a point where the player will come to later on, we needed to build it in a way where it could be used for both the cut scene and later events/player interaction without extra work.

 

Another issue is what to do about small interior rooms like this one or some of the houses found in the Skeleton village. Some of the testing has been finding it a nightmare for the camera to work out where to be without being insanely zoomed in or allowing the player to see through objects and outside the room. Not 100% sure on which way we’ll go but leaning towards fixed cameras at this point in time.

 

The sage character is being developed at the moment, it’s by a different artist to the other characters so fingers crossed he’s able to fit the style okay. Given the sage will be somewhat of
an important character, it will take longer to have made and will probably keep going back to have
more animations made.

Let us know what you think!