Rise from your grave, indie thread!
I’ve been away for quite a while since animation marathons aren’t the most exciting things to post about, and then stuff kind of got in the way, but work is still progressing at a steady pace on Pachakutiq (yes, the title changed a bit to reflect a more accurate Quechua spelling, to better illustrate the intent behind the name).
I’m currently in the process of blocking out an early “intention” level aimed to be demonstrative of supposed “final” pace of the game. I’m putting a lot of quotes here, as with most things gamedev, many things are subject to change over the course of development, but for now it’s a solid step towards having a vertical slice to demonstrate the game to hopefully interested potential investors, starting with Gamescom at the end of the month!
Here’s what a blocked out level looks like:
All those colored boxes will of course be hidden by actual graphics when the time comes, including some foreground elements to allow focusing the reading area and hiding some elements (such as secret paths, hehe). The current level is 4.5 layouts long out of 8 planned, and takes about 4 to 5 minutes to play through when speedrunning, and anywhere from 10 to 20 when playing blind depending on experience and familiarity with platformers.
Once all layouts are blocked out, I’ll add enemies (many of those planned don’t even exist yet so I’ll have to make them separately and make sure they work before putting them in levels willy-nilly), after which a round of testing will occur… and we’ll finally see if the game plays how it should! It’s about time
For now, the race until Gamescom is on, and even if I don’t make the deadline for the test level, here’s still a piece of promo art made to help showcase the game to those interested:
That’s it for now, next time should hopefully feature more enemies so we can actually see pacing in those test levels!