Devlog of demo 4 #14


Hello, this is PlayerXT...














And today is...

◇ Day 16 of Demo 4 Production◇

"Logbook, some day of some month in my life."

- After two uninterrupted days sailing through the ocean of cutscenes, today, looking at the horizon... I still see cutscenes!!!

Not a single piece of land, just... cutscenes... and more cutscenes...

But, I won't continue until the end, or my name won't be Captain PlayerXT!

...

(I warned you that I wasn't normal...)

But anyway, here we go! Back to the cycle, looking to finally finish this cutscene!

And in the meantime, how about I tell you a little about my experience writing devlogs?

Okay, I'm... loving it! Like, to the point where I regret not having started sooner, imagine if I had done it back when I started all this, but, what's past is past! Now is today, and today, these devlogs not only help me have a timeline of how I'm building the game, but they also help me organize my ideas, and when you have a mind as messy as mine, it's good to be able to keep your ideas in their proper place. Also, knowing you're reading this makes me much more focused on producing one aspect of the game at a time. You can be sure that without this devlog, I wouldn't have created the basics of two levels, half a cutscene, and much more. So, for you developers, I recommend opening a devlog, even if you don't intend to be a crazy person like me and share it online. But just so you can record every step you took, because you'll certainly have a clearer idea of what you did, what you're doing, and what you want to do.

...

So, back to the devlog part of this... devlog

(2000 - 1000 - 998 = x hours later)

OK...

I better take a break...

BEFORE I GO CRAZY!!!

So, how about talking a little about the game's character designs? After all, it's not every day that a developer chooses a furry, spiky-haired, glasses-wearing, floating-handed cube as their protagonist, is it?

(I wonder why, right?)


Well, nowadays, geometric designs are part of the essence of the Be Cube universe, but it wasn't always like that. Initially, the shape design arose from my limitations in drawing... well, anything (lol). So, creating a moving cube was my solution.


Over time, I evolved in character design, but I ended up keeping the idea of geometric shapes.

But don't think that this is all sunshine and roses. There's a reason developers rarely attempt to create a serious story with geometric shapes. Besides the fact that some find them "too childish" (which, for a kid like me, is fine), there are also many limitations in a character's ability to express themselves in this style. Just think, Willy is a cube, right? So things like shrugging his shoulders to indicate doubt, or tapping his foot to indicate impatience, don't exist with him. In other words, it's necessary to find other ways for this character to express himself, one of them being... the face (or the body, if you're picky!), this area is crucial for Willy's expression, more specifically the eyes. Those two white squares are great for indicating the characters' emotions, but other aspects are also important, such as the eyebrows and mouth.

We also have the position of Willy's body itself: is he leaning forward too much? He's tired. Is he leaning back? He's balancing or moving away from something. Slouching? He's discouraged, thoughtful... or taking a good nap.

And finally, the fur (yes, the fur)...

Fur serves to express many things: fear, fatigue, heat, and many others, both in art and in gameplay itself. For example:

- When Willy is running, his fur began to stand out on his body, which before, when walking, was a simple solid blue.

-

- Or when Willy falls into the water, his fur becomes darker, the same color as his hair, representing how wet he is.


And so it goes.

And of course, we have symmetry? Semetry? Se... oh, I don't know! The lines that the character's poses create!

Willy follows the same rules as characters like Kirby (Kirby does that, right?), where his hands and body create these lines.

One of Willy's classic poses explains this very well, where he leaves his left hand on the ground below him, while his left hand is in the air above him, creating a straight line in the character's position, making his pose seem dynamic.


So, when you put all this together, you can create a character as expressive as one with a "humanized" body!

Ultimately, I like these limitations because they encourage me to be creative and make working with this franchise a more unique experience.

Phew... that was a good break, now I'm much better to...

GET BACK TO WORK!!!

(Another 2000 - 1000 - 998 hours later)

75%...

That's all I need to say...

Get Be Cube: Colony Stars (demo)

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