Now that April is behind us all for 2016 (it’s really scary how fast May has crept up on us), we’ve got a summary of what’s been happening on Skedaddle.
Firstly, due to requirements for a grant submission, we’ve been focusing solely on polish for Area 1 of Skedaddle (train levels).
As a result, this month’s dev log will be a lot shorter with less emphasis on new, exciting areas- instead it’s all about elbow grease and TLC on what we’ve already got in place.
The best part is, we’ll have a much more accurate idea of release date once Area 1 is fully complete.
A circus game isn’t complete without fancy cages!
- Save file system
- Options menu up and running
- Heatmap that tracks player positions
- Added rebindable keys
- We have begun Eyetracking support in Skedaddle
- New animations for Loris, Poodle and Anteater
- Created a tool that allows us to control lights flickering and swinging
- New aesthetic models for Area 1
- Starting final pass of level arrangement and clutter for Area 1
- Particle enhancements: Flies, Dust (ambient), Dust (falling from ceiling)
- Camera now shakes sporadically to simulate train movement
- Scrolling texture of trees going past in train windows
- Animation clean ups
- FPS optimisation
A few more elegant pieces to decorate the Ringmaster’s Carriage.
That brings us to a close for April. Phew.
Next month will have a lot of focus on sound fx, secondary animations, level dressing and optimisation.
Skedaddle is going through a long-awaited visual makeover. Keep an eye on our Facebook page for updates until then!
And always remember,
The Early Worm gets the bird.