development

SpinSling: Aaand the winner is!

We hosted a poll a few days ago, about what animals you’d like to see in the game. Some were clearly more popular than others, and if you followed it on facebook, you might already know the answer!

Here are the top three animals!

Winners!

The winner was the Red Panda, while the Octopus and Sloth tied for second!

Advertisements

SpinSling: Environments

SpinSling is all about fun, and apart of that fun comes from the silly characters and the world that they inhabit. As you play through the game you’ll encounter many different environments and what we’re presenting today is just a small sample of what we plan to put into our game. We’re going for a clean aesthetic for the environments that, while interesting doesn’t take the attention of the players away from what is going on in the gameplay. Hope you like them!

Critterland

Welcome to Critterland!

UnderTheSea

Under the sea

Fjord

Something on the horizon…

Sky

Fly! Fly like the magical spin-slinging critters you are!

SpinSling: Challenges

It’s quite clear that making a game, small or large, over a short period of time is a challenge in and of itself. Add part-time jobs, researching and developing marketing plans, understanding how publishing works and well… all of those other things that sometimes go unnoticed when thinking about game development, and you’ve got yourself a busy schedule. With such a schedule comes a huge set of design and development challenges, and we’ve tried to outline a few of them here.

Plan

Time Management: Make a plan and stick to it.

Oh, how important planning is, and oh, how many times you can tell yourself that and not follow up on it. Sticking to a plan and really working towards reaching the goals you’ve set up for yourself and others is important if you hope to have any kind of steady progress. The busier a person you are, the more sense it makes to plan things. It’s pretty obvious, but falling out of the plan is dangerously easy when no one is following up and making sure that progress is being made.

Comic_somuchfun

Ensuring Fun

After playing SpinSling too much already, I’m confident the game will be fun… or can I be that confident? We have planned for a short development cycle, but it is still important to get actual player feedback on the project. Extensive testing on big groups will be important through development and before release. Still, the game is already a good bit of fun, but ensuring that it will be as much fun as possible is the challenge!

Comic_MMO

Design for the circumstances

We can admit that Secrets of the Labyrinth was and is a pretty big undertaking for our first project, that’s why we’re doing SpinSling. SpinSling is designed to be a simple, yet extremely fun experience, and it has to be if we’re going to make it in the time frame that we’re planning. With part-time jobs as well, it’s easy to see how big or medium sized projects can end up taking a lot more time than intended because a lot more things can go wrong. The challenge here lies in following the golden rule of KISS: Keep it simple, stupid! Some of the fun in our game comes from the fact that it is just so easy to get into it and the challenge of mastering it, keeping that in mind while designing the game, we think, is key.

 

These are just three things that we have to be aware of. There are obviously many other things to think of. Like, how do we monetize the game? How do we market it? How do we make sure that you, the player, can come back to our game, again and again, and still have just as much fun as you had the first time, or better yet, even more fun! For now, this will do, and we hope you will enjoy the further development of the game!

Work in Progress

We are preparing for ByLan in Bergen making things look all nice and play nice. So today we’ve decided to share a few screenshots with you! They are of course work in progress and a lot can still change!

 

GM_2_Screenshot01

One of the first levels in the game.

TF_2_Screenshot04

Bombs are essential for adventure. That is like a law or something.

About time!

For an update that is. The promise of weekly updates came and went, but hey – we’re not dead and we’re still working on Secrets of the Labyrinth. Check out some of the kick ass art from our artists as well as an early screenshot from the game!

GM_web

TF_web

WebImage

Gameplay Feature #02

It’s that time of the week again – development update time! This time, let’s have a look at some of the objectives of the game! Remember that all images are from early development and subject to improvements!

 

Finish
1. Primary objective: Reach the end of the level

Pretty straight forward – clear the puzzles until you find your way to the finish line. However, there are certain things you might want to do which can make this become a little bit tricker!

 

Loot
2. Secondary objective: Find all the treasures

There’s a bunch of things you can find throughout the levels. Some of them might be well-hidden, some challenge you to solve a puzzle in a less straight forward way. You’ll have to do your best to find everything! What can you do with all this fantastic loot? We’ll save that for a later update 😉

 

Story
3. Story objective: Unravel the story

Throughout the game you can find clues to an underlying storyline, can you figure out what’s going on?

 

That’s it for this week, stay tuned for more updates next week!

The Dungeon Wastes

This weeks update, albeit a bit on the late side is all about the Dungeon Wastes, the second theme of our game that you’ll be going through.

A lot of time goes into creating concept art for the various objects that you’ll decorating the levels, below you’ll see some of the art prepared for this theme by artist Sølve Kjærstein, you can also check out his deviantart profile ~Lakengubben

 

early concept work for the Dungeon Wastes by Sølve Kjærstein

Concept by Sølve Kjærstein

Concept_AST_DungeonWastes_3

Concept by Sølve Kjærstein

 

Early Dungeon Wastes Concept by Sølve

Concept by Sølve Kjærstein

After making some more walls for the game we managed too oomph the textures a little bit for the dungeon wastes as well. Earlier it looked a bit flat, whereas now it has a lot more depth to it. We also made a door, and of course a lot of other things, but we’re not spoiling everything in one go. It’s likely that the texture will undergo a few more changes since this is the first one that we created of the themes in the game.

Comparison

3D and Textures by Lars Erik Helgemo

 

That’s it for this week, hope you find this interesting and look forward to next week’s update!