Repeated intro
Hello! One month has passed since the last post and I want to keep-up with my promise to post some news about RTG development with at least monthly cadence.
Editor crunch
There was not much done on game itself (because gameplay-wise, the game is done), however, it doesn't mean I was not doing anything. My current goal is to have usable editor for the game, which will be at least bit ergonomic. I want that it will be possible to either edit existing levels (so potential modders can re-skin existing game) and later I want that it will be possible to create full new levels. The latter task is a bit harder, because apart from just adding/editing boxes/lights, it must be possible to define/edit puzzle logic elements (as game is puzzle/platformer). I'm discussing editor ergonomics with my friend which is game artist/modeler and works a lot with Blender and have history of working with similar editors. Of course, I'm in no way capable to do something like Blender in short time, I'm just taking inspirations so specific tasks which are needed in editing RTG levels can be made effectively. Example of recent features implemented were things like ambient light edit, camera rotation locking and most importantly, resizing boxes by dragging their faces, which is probably most natural way of resizing for user.
Here's short example
What changed
0 fixes1 addition3 changes0 removals
addedHello! One month has passed since the last post and I want to keep-up with my promise to post some news about RTG development with at least monthly cadence. Editor crunch: There was not much done on game itself (because gameplay-wise, the game is done), however, it doesn't mean I was not doing anything. My current goal is to have usable editor for the game, which will be at least bit ergonomic. I want that it will be possible to either edit existing levels (so potential modders can re-skin existing game) and later I want that it will be possible to create full new levels. The latter task is a bit harder, because apart from just adding/editing boxes/lights, it must be possible to define/edit puzzle logic elements (as game is puzzle/platformer). I'm discussing editor ergonomics with my friend which is game artist/modeler and works a lot with Blender and have history of working with similar editors. Of course, I'm in no way capable to do something like Blender in short time, I'm just taking inspirations so specific tasks which are needed in editing RTG levels can be made effectively. Example of recent features implemented were things like ambient light edit, camera rotation locking and most importantly, resizing boxes by dragging their faces, which is probably most natural way of resizing for user. Here's short example:
changedSome gameplay:
changedTo not be just purely technical in this post, I recorded longer session from RTG gameplay and posted it on YouTube. Here's example of my last video (levels 20-26), so you can know what to expect from the game:
changedWhat's next: I still need to continue with works on editor until it will reach usable state, so I don't expect anything else for now. First version which I can define as usable for re-skinning existing levels I expect in month or two. If someone is potentially interested in using it when it will be public, the best way is to join my Discord server, where more technical details can be discussed or explained. Of course, you can join also if you just want to play the game, as all relevant news will be there. https://discord.com/invite/aRAsxCnPQ5 One more interesting info. Current RTG wishlist count, at time of writing this post, is 111. Half of wishlists in last month were coming from Taiwan and China. I was always curious if unusual look of my game can be more attractive to "non-Western" audience (and specifically to "tech" Asia countries), and seeing this, it seems quite possible.
RTG changes
addedHello! One month has passed since the last post and I want to keep-up with my promise to post some news about RTG development with at least monthly cadence. Editor crunch: There was not much done on game itself (because gameplay-wise, the game is done), however, it doesn't mean I was not doing anything. My current goal is to have usable editor for the game, which will be at least bit ergonomic. I want that it will be possible to either edit existing levels (so potential modders can re-skin existing game) and later I want that it will be possible to create full new levels. The latter task is a bit harder, because apart from just adding/editing boxes/lights, it must be possible to define/edit puzzle logic elements (as game is puzzle/platformer). I'm discussing editor ergonomics with my friend which is game artist/modeler and works a lot with Blender and have history of working with similar editors. Of course, I'm in no way capable to do something like Blender in short time, I'm just taking inspirations so specific tasks which are needed in editing RTG levels can be made effectively. Example of recent features implemented were things like ambient light edit, camera rotation locking and most importantly, resizing boxes by dragging their faces, which is probably most natural way of resizing for user. Here's short example:
changedSome gameplay:
changedTo not be just purely technical in this post, I recorded longer session from RTG gameplay and posted it on YouTube. Here's example of my last video (levels 20-26), so you can know what to expect from the game:
changedWhat's next: I still need to continue with works on editor until it will reach usable state, so I don't expect anything else for now. First version which I can define as usable for re-skinning existing levels I expect in month or two. If someone is potentially interested in using it when it will be public, the best way is to join my Discord server, where more technical details can be discussed or explained. Of course, you can join also if you just want to play the game, as all relevant news will be there. https://discord.com/invite/aRAsxCnPQ5 One more interesting info. Current RTG wishlist count, at time of writing this post, is 111. Half of wishlists in last month were coming from Taiwan and China. I was always curious if unusual look of my game can be more attractive to "non-Western" audience (and specifically to "tech" Asia countries), and seeing this, it seems quite possible.
Some gameplay:
To not be just purely technical in this post, I recorded longer session from RTG gameplay and posted it on YouTube. Here's example of my last video (levels 20-26), so you can know what to expect from the game:
What's next: I still need to continue with works on editor until it will reach usable state, so I don't expect anything else for now. First version which I can define as usable for re-skinning existing levels I expect in month or two. If someone is potentially interested in using it when it will be public, the best way is to join my Discord server, where more technical details can be discussed or explained. Of course, you can join also if you just want to play the game, as all relevant news will be there. https://discord.com/invite/aRAsxCnPQ5 One more interesting info. Current RTG wishlist count, at time of writing this post, is 111. Half of wishlists in last month were coming from Taiwan and China. I was always curious if unusual look of my game can be more attractive to "non-Western" audience (and specifically to "tech" Asia countries), and seeing this, it seems quite possible.
See you!