Devlog of demo 4 #21


Hello humans! This is PlayerXT and this is...

◇ Day 22 of Demo 4 Production ◇

...

Okay...

What if I told you that today is actually...

◇ Day 43 of Demo 4 Production ◇

Yeah... I'll explain better...

In these last three weeks of project production, I've been specifically focused on building the level design of the game's stages. In fact... I've even finished creating the space avenue and completing the spherical warehouse, meaning all that's missing is the combustion center...

Then you ask me, "Why didn't you describe all this in your devlog?", and the answer is simple...

I was lazy...

But don't worry! Because I'll catch you up! Let's just pretend this is some kind of compilation or something, so without further ado, let's get to the...

◇ Days 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42 and 43 of Demo 4 production ◇

Okay, initially, I focused on finishing the spherical's warehouse. In the last update, I kind of hadn't managed to do everything I wanted to do in that level, so I decided to create new parts, connect the cutscene to the level, and create a "climax moment" for the level... okay, I'll have to explain what that is, right?

So, listen up, my students, the "climax moment" was something my past self created to end each phase of the game, and as the name suggests, it's the cherry on top, the moment designed to mark the phase and leave it in the player's memory... usually creating a twist in the mechanics or something similar, that's all... class over! You can go home now... just kidding, KEEP READING!

With these new sections, I had the opportunity to explore the mechanics of this phase in the level design more, which only made this phase even better, and as I said, in the end I created a climax moment where Willy falls dodging lasers, basic stuff, and that alone took... two and a half weeks... (Yeah, I forgot to mention that I procrastinated a lot in the middle of the process, oops) but it's okay, because the space avenue only took 3 days to make (and yes, I'm very inconsistent). In it, I finished a section of the level that would be the path the player starts on and created two other paths above, one serving as the second part of the level and the other the end, meaning you start at the lowest part of the level and go up until you reach the top, simple! And since the level has reduced gravity, if you're clever, you can easily skip a good part of the level, and if you're not clever you'll probably die in an embarrassing way... Oh, how I love making games...

And... that's it...

Now you understand why I didn't describe these last few days of production? Creating levels isn't quick; it takes days, if that. But I'd be lying if I said it wasn't one of my favorite parts of development. After all, it's in these levels that the game's life is born, the universe I talk so much about. Keeping a world alive while making it interesting to play is a complicated line to balance, and I... like that. I think it's already in the game's DNA to this extent—this audacity and desire to balance several balls in the air without letting any fall. And even though I don't always master this art, I believe I can master it someday. I just have to keep learning, growing, studying... evolving. I think that's the word: evolving. Evolving doesn't mean being perfect; it means transforming yourself, flaws and all. And when a game understands this, it doesn't want to become the best, but rather the best version of itself.

...

And how I got here, I have no idea (lol)

Well, now that both levels are ready, I can focus this month on finishing the combustion center and also on doing a surprise phase that I'll talk more about later...

With that said...

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