Info on what is changing...
Author: indiefoldcreator
Date:
Fri, 01 Sep 2023
Game: Two Brothers
Hey guys!
Gearing up for releasing the beta I wanted to talk a bit about what changed on a more technical level.
I guess I'll just jump right in!
The first thing is the game now supports 16:9 aspect ratio natively. To get this to work well we had to reformat some of the games graphics. Often things that you haven't gotten to yet are hidden just out of view in our previous level layouts.
During the process of reformatting the levels we made the choice to build the games world on a grid, much like most other pixel art games.
http://i.imgur.com/BcpZVMV.png
http://i.imgur.com/C2MUyWD.png
http://i.imgur.com/3tLxxDd.png
As you might see, this results in the areas looking a lot cleaner. This always bothered me during development, but when I admitted it to myself I was too far along to do anything about it in MMF2.
How does this change control?
If you think about pokemon, when you press the directional pad Red or Blue walks one grid space over in the direction you selected.
Two Brothers isn't that sort of game though. For action to work, you need a bit more finesse. In the Multi Media Fusion 2 build of Two Brothers Roy moved by the pixel. This ended up feeling a bit messy, and a tad inauthentic.
So in the unity version of the game Roy now moves on quarter grids, much like how Link moved in Zelda A Link to the Past.
I’ll post a video of this in action once youtube finishes processing.
—
Things to make playing better:
There will now be access to volume controls at any moment in the game.
You can also change control schemes on the fly.
Thankfully this was much easier to handle now that we’re using Unity. MMF2 really isn’t ideal for a game of this size. LESSON LEARNED!
—
Where we are now:
We’re about two thirds away from completing the new enemy AI. There were 3 basic enemy movement styles in Two Brothers, and now there will be 10+
Each one requires more strategy, and act differently depending on the weapon you are using.
We’re also redesigning the first dungeon in the game. Adding more action elements. We’ve done this to a few of the other dungeons. We worked in reverse.
We’re also overhauling the heroes of color quest to flesh out the story there, as well as to add bosses to the end of each quest.
—
We’ll be posting more info about when this all comes out shortly! :)
Gearing up for releasing the beta I wanted to talk a bit about what changed on a more technical level.
I guess I'll just jump right in!
The first thing is the game now supports 16:9 aspect ratio natively. To get this to work well we had to reformat some of the games graphics. Often things that you haven't gotten to yet are hidden just out of view in our previous level layouts.
During the process of reformatting the levels we made the choice to build the games world on a grid, much like most other pixel art games.
http://i.imgur.com/BcpZVMV.png
http://i.imgur.com/C2MUyWD.png
http://i.imgur.com/3tLxxDd.png
As you might see, this results in the areas looking a lot cleaner. This always bothered me during development, but when I admitted it to myself I was too far along to do anything about it in MMF2.
How does this change control?
If you think about pokemon, when you press the directional pad Red or Blue walks one grid space over in the direction you selected.
Two Brothers isn't that sort of game though. For action to work, you need a bit more finesse. In the Multi Media Fusion 2 build of Two Brothers Roy moved by the pixel. This ended up feeling a bit messy, and a tad inauthentic.
So in the unity version of the game Roy now moves on quarter grids, much like how Link moved in Zelda A Link to the Past.
I’ll post a video of this in action once youtube finishes processing.
—
Things to make playing better:
There will now be access to volume controls at any moment in the game.
You can also change control schemes on the fly.
Thankfully this was much easier to handle now that we’re using Unity. MMF2 really isn’t ideal for a game of this size. LESSON LEARNED!
—
Where we are now:
We’re about two thirds away from completing the new enemy AI. There were 3 basic enemy movement styles in Two Brothers, and now there will be 10+
Each one requires more strategy, and act differently depending on the weapon you are using.
We’re also redesigning the first dungeon in the game. Adding more action elements. We’ve done this to a few of the other dungeons. We worked in reverse.
We’re also overhauling the heroes of color quest to flesh out the story there, as well as to add bosses to the end of each quest.
—
We’ll be posting more info about when this all comes out shortly! :)
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