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Gravity Bender
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Devlog
Documentation + User Guide
May 30, 2021
by
Rubberduckycooly
In the end, the "final" build of the game ended up being fairly similar to what I had planned in my game concept, though the gravity mechanic was tweaked and altered with initial testing during develo...
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Devlog #6: —Updates based upon Testing Session
May 25, 2021
by
Rubberduckycooly
A game may be created by a developer/team of developers but without testing it risks facing issues developers are blinded to that new players/non-devs will not be, so its important to run testing sess...
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Devlog #5: User Interface/Polish
May 25, 2021
by
Rubberduckycooly
As the development timeline nears its end, it only makes sense to talk about polish and the user interface for the game As mentioned in the last post, the presentation is intentionally being kept simp...
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Devlog #4: Presentation & Graphics
May 25, 2021
by
Rubberduckycooly
Now that there's core mechanics and stages that utilize them, its time to work on the presentation of the game Currently the game has very basic and (hopefully) placeholder graphics made of differentl...
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Devlog #3: Interactions, Puzzles & Gimmicks
May 09, 2021
by
Rubberduckycooly
level design sure is nice, but plain old level geometry will only get you so far, almost all levels need some objects to keep the level interesting to the player Revisting stage 2 from the last devlog...
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Devlog #2: Level Blocking
May 09, 2021
by
Rubberduckycooly
Movement is important in a game, but its for nothing if there isn't a space to move in, which is why following solidifying player movement (and really even while doing it) I've been working on some ba...
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Devlog #1: Player movement
April 27, 2021
by
Rubberduckycooly
Every platformer needs a player, and every player needs to be able to move, so player movement is usually the number 1 thing that needs to be nailed before a platformer can feel good to play. I starte...
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Game Concept
April 16, 2021
by
Rubberduckycooly
Gravity Bender (working title) What if there was a platformer without the ability to jump? Instead relying on changing the direction of gravity to manuver the player around all sorts of obsticles and...
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