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Steam News16 November 20241y ago

September Update

Time is flying by faster than a paper plane! I could have sworn September just started last week. Anyway, I’m thrilled to bring you some exciting Paper Sky updates for September. New Demo The new demo is almost here!

Full notes

Full Paper Sky update

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What changed

0 fixes5 additions2 changes0 removals
  • Gameplay
  • Events
addedNew DemoThe new demo is almost here! I've reworked every gameplay mechanic and introduced a few new ones, all based on the feedback I received from the first pre-alpha demo featured during the Kickstarter launch.
addedNew DemoWhat you're seeing is a still from the current blocking phase of the demo's playground, which is intended to represent the final gameplay and serve as a sample of the full game. It will feature everything the main game offers: an upgrade menu, different paper transformations, optional environment-based quests, and a brand-new messaging system. The goal of the demo is to allow players to freely explore the world while progressing through the story and challenging their flying skills.
addedNew DemoAfter some internal testing using this new game design workflow and prototype blocks, I found that the new demo is four times bigger than the old one. Players also tend to spend more quality time exploring areas of interest and relaxing in the natural, chill flying zones.
addedNew DemoDiscover a new world
changedNew DemoFace a custom-scripted, large event
addedWater GameplayOne thing that bugged me about the first demo, which was a bit rushed for the Kickstarter, was the lack of time to polish and add water interactivity. This month, I’ve been hard at work on a detailed, wave-based ocean. It will act as both a failing state when you go too far and a fun feature to surf across at high speeds. What you’re seeing is still a work in progress, and it’s missing the water trail effect that the player will create.

Paper Sky changes

addedThe new demo is almost here! I've reworked every gameplay mechanic and introduced a few new ones, all based on the feedback I received from the first pre-alpha demo featured during the Kickstarter launch.
addedWhat you're seeing is a still from the current blocking phase of the demo's playground, which is intended to represent the final gameplay and serve as a sample of the full game. It will feature everything the main game offers: an upgrade menu, different paper transformations, optional environment-based quests, and a brand-new messaging system. The goal of the demo is to allow players to freely explore the world while progressing through the story and challenging their flying skills.
addedAfter some internal testing using this new game design workflow and prototype blocks, I found that the new demo is four times bigger than the old one. Players also tend to spend more quality time exploring areas of interest and relaxing in the natural, chill flying zones.
addedDiscover a new world
changedFace a custom-scripted, large event

Time is flying by faster than a paper plane! I could have sworn September just started last week.

Anyway, I’m thrilled to bring you some exciting Paper Sky updates for September.

New Demo

The new demo is almost here! I've reworked every gameplay mechanic and introduced a few new ones, all based on the feedback I received from the first pre-alpha demo featured during the Kickstarter launch.

What you're seeing is a still from the current blocking phase of the demo's playground, which is intended to represent the final gameplay and serve as a sample of the full game. It will feature everything the main game offers: an upgrade menu, different paper transformations, optional environment-based quests, and a brand-new messaging system. The goal of the demo is to allow players to freely explore the world while progressing through the story and challenging their flying skills.

After some internal testing using this new game design workflow and prototype blocks, I found that the new demo is four times bigger than the old one. Players also tend to spend more quality time exploring areas of interest and relaxing in the natural, chill flying zones.

Each world, except the first and last, will follow this main progression cycle:

  • Discover a new world

  • Freely explore a playground filled with small challenges (both explicit and hidden) and secrets

  • Progress the world’s story

  • Complete a speed/fun phase

  • Face a custom-scripted, large event

  • Then, repeat!

Camera Tilt

One day, someone asked, "Hey, why isn’t there any camera tilt when turning the plane at high speeds?" It hadn’t even occurred to me until then, so I decided to test it out—and it works great! So now, camera tilt is officially part of the game.

Water Gameplay

One thing that bugged me about the first demo, which was a bit rushed for the Kickstarter, was the lack of time to polish and add water interactivity. This month, I’ve been hard at work on a detailed, wave-based ocean. It will act as both a failing state when you go too far and a fun feature to surf across at high speeds. What you’re seeing is still a work in progress, and it’s missing the water trail effect that the player will create.

Of course, this is the intended gameplay before you unlock the boat transformation and the ability to go underwater.

Major Announcement

And now, for the most exciting news since the Kickstarter launch! After months of behind-the-scenes work, I’ve been contacted with some fantastic news. Although it hasn’t been officially approved yet, I’m posting this Kickstarter update as late as possible this Monday, hoping I can share it here.

If I can’t make the announcement this month, don’t worry! I’ll make a special update on all social media channels and on Kickstarter to let you know as soon as possible!

All right this is it for me, so much good news in the future I am very excited!

Source

Steam News / 16 November 2024

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