I guess Beta is really a misnomer. It is more like early access than a beta, but that is what we called the kickstarter tier.
Beta 0.0.1.49 Changes
- Level select is in the game, some placeholder art and animations still in place
- level nodes
- blocking walls
- bonus walls
- story nodes
- fog of war clouds
Plans for next build
- Updated animations and refinement for level select
- Updated animations for the “monster”
- Volume control
- Save will track game progress and Volume preferences
Other things we are working on but not for next build
- More levels
- New art for new “world”
We decided we needed a subtitle for Together to make it easier to search for and find on Google. At the same time we were looking for character names.
Rami Ismail of vlambeer was kind enough to offer some suggestions for character names and we went with those.
The new names are now the subtitle of the game. Together: Amna & Saif
You can head over to kickstarter to check out some new info and art about the game.
Been a while since I have posted. Here is some new stuff.
We need to make the fairy animation more juicy but you can see them knocking down rocks to the exit here.
Initially there is the intro animation then stepping on buttons raises and lowers the red wall. We need to tweak how intro the intro animation gets played for walls that start as lowered.
We are working on getting the new character designs in game. Here is what we hope it will look like.
We also updated the coloring on the logo.
Lots of art updates this week.
We have a logo
We are changing the race of the characters to bring more diversity to games. I would like to add multiple race select options, but that will depend on how our kickstarter goes in May.
We have reworked the colors in game. Here is a screen grab of what the first level looks like right now.
I received some great feedback from the last post. The leaves were too busy so I made the packing algorithm always place a rock or ruin in the corners. And we place leaves sparsely throughout.
The grass texture is also updated in this image.
I’m currently in the process of play testing to make sure the wall hitbox is always readable.
I wanted to limit how much art I had to pay for (not creating new art for each level.) I also wanted to limit how much time I spent in the level editor.
Given what was already built, I decided it would be pretty easy to grab from a bunch of art assets and stick them in randomly to create good looking, but cost efficient art. Let me know what you think.
In Together, walls are always rectangles but can be of any dimension.
I created a box fill “algorithm” and fill up each wall square with random assets. This is the result. Since these are generated randomly I will show three different results.
At this stage the boarders of the wall hitbox aren’t readable based on the art, and having the box fill packed completely enough to do so makes the space look too cramped.
So we tried adding a dirt texture underneath.
The border is now definitely readable but the corners are too sharp.
Eventually we decided to cover up the bottom with piles of leaves. This communicates the hit box well enough without the sharp edges.
Bonus: here is what some early prototyping looked like. You have to start somewhere!
Rather than tacking on a second player to a single player campaign, Together is built from the ground up to be co-operative. One player can’t do everything while the other hangs back. You have to work together and communicate.
Progression of the trees and colors.
Trees started out looking like this
Then turned to this
After retooling the coloring
Currently looks like this and is still being worked on
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We updated the leaf piles on the ground and the colors of the trees. The walls are using a box packing algorithm to fill them will leaves and then different artwork assets on top of that.