We tried working out an interesting twist on the boulder for level 2-10. In this level the Player is tasked with pushing a single boulder through the entire level. You can see the respective routes the player and boulder take in the images below (green = boulder, blue = player)
Hello and welcome to another installment of 'Dev Diaries'. Today we'll take a brief look at how levels are constructed in our editor. Our level design process is split into three distinct phases: Outline, Rough Pass & Dressing.
Pilot Perils runs on a custom engine that employs box2d for physics. As a result we can create various interesting interactions between the player and the game world, such as the ability to push crates, interact with vines or crush objects under rolling boulders.
From the Lorebook: "Boulders are heavy objects you can push around, just be sure they don't push you into something nasty instead! Their sheer weight can also be used to break cracked walls."
Over the coming months we'd like to give you an impression of the production process. Today we kick off this 'dev diaries' series with a short discussion of our art pipeline.
As you have no-doubt seen, we put effort into making Pilot Perils look great.
We are testing Pilot Perils on Android, so if you like to test with us get your copy in the Playstore https://t.co/2T8cwmM7YQ and give your feedback here: https://t.co/E9ugWhs7Kf
Good morning Twitter and a happy Friday to one and all :-) This week has shot past. Today I'll be writing a #gamedev blog and will be working on the video for the #Kickstarter. What are your plans for today folks?
We are developing new planes for our game. Do you want te be the first to play Pilot Perils on #Android ? Then pick your favourite plane here and send us a DM. Maybe your plane wil hit the game, but we make sure that you are the first to play Pilot Perils on Android. #indiegames