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Full Malfunction II update
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- Maps
Malfunction II changes
On this day, 10 years ago, 11/12/14, Malfunction was born.
It's been a great journey thus far and I am proud to announce I have returned from hiatus. Here's a deep-dive on the beginning phases of Malfunction:
Malfunction's early stages were quite unknown. I had thrown together a robot character (now known as Dwenguil) who could interchange between several modes which allowed the player to traverse various environments. Below is the first picture featuring said modes.
The game's original codename was "Error" and stuck with that title several weeks prior to the change of "Malfunction". In early production, it's concept was considered to be a sandbox/creative game. However a fully driven story felt more appropriate for the project.
As soon as a story mode had been decided, it was at this point the levels that are available today were in development. The game had went through several overhauls and re-designs throughout it's years, though the core foundation itself had always been the same.
This was Malfunction, and it was here to stay. I could go on about it's life throughout development however a majority of it's changes were documented online via IndieDB as well as Steam.
Creating Malfunction was a huge learning experience. It was the first fully fledged game I had ever built. It was the first game I was able to sell and debut onto Steam. It was a huge stepping stone for both Malfunction & Barlock Games. Though it doesn't end there.
With the return of my hiatus, I plan to re-visit every game I've released and fix a LOT of crucial issues. Starting with Super Squash. You'll hear more about this very soon.
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