The biggest feature left is the menu hub, which will be a playable area that takes you to the level editor, character selection, adventure levels. etc. It uses a system of layers which works like this:
We are aiming to start doing some closed beta testing this year, followed by an Early Access release a few months later. (This early release will already have more levels and content than all the original games combined)
- oddgoo
November 2019 Development Update
Development has been ramping up in the past couple of months! After finishing a reworking of the Level Builder systems and UI, goals have flown a lot better.
Here is a summary of the progress:
Rhythmical and musical elements now have a unified system. Everything will work automatically based on positions and the level environment
The Level Builder now has a new alternative piece menu to select between different options
Finished a pretty cool capture and thumbnail system for displaying adventure and custom levels
An initial selection of level environments with custom lighting and post processing effects
Upgraded the Unity engine to 2019.3 and the Universal Rendering Pipeline
A few new pieces such as a no gravity zone, and prettier brick grounds
Lots of little improvements and fixes on the User Interface
New sounds and effects across a lot of pieces and elements
Sounds and effects across everything
Working on the base multiplayer systems
At this stage, we're still deciding on an Early Access release, and what would that represent. The next major things to work on are music, finishing the base multiplayer system, and finishing the initial bundle of levels.
Thanks everyone who wishlisted and is following this! We are pretty excited to continue.
- Cuauhtemoc "oddgoo" Moreno
August 2019 Update
After much testing and thinking, the game is now on the final track to finalising most of the important design decisions, clearing the way for easier progress.
These were questions such as:
How to best organize the menus and user flows?
What happens when a player gets eliminated in co-op multiplayer?
How much of the level backgrounds should we prepopulate?
How should the camera react to the level bounds?
etc. etc. etc.!
In September I will be making the roadmap public. One of my main goals is being more communicative and open about the whole development process.
Here is some of the progress of the month:
Finished upgrading to a new lighting and background system:
Implemented import / export functions to the level editor
Added an initial options screen, and made progress on the control system
Many little graphical improvements
Almost finished with the camera systems, including zooming, staying within dynamic bounds, and showing the level bounds in the editor
Thanks everyone who wishlisted and is following this!