{"id":1712,"date":"2018-09-17T12:17:16","date_gmt":"2018-09-17T12:17:16","guid":{"rendered":"https:\/\/cjohnson.id.au\/?p=1712"},"modified":"2018-09-17T12:17:16","modified_gmt":"2018-09-17T12:17:16","slug":"cave-of-atman-dx-development-update-september-2018","status":"publish","type":"post","link":"https:\/\/cjohnson.id.au\/game-dev\/cave-of-atman-dx-development-update-september-2018\/","title":{"rendered":"Cave of Atman DX – Development Update September 2018"},"content":{"rendered":"
It’s been roughly two months since AVCon and so I figure it’s time for an update regarding progress with Cave of Atman DX.<\/p>\n
Firstly I’ve just finished with a new build that I’ll be distributing to testers later this week. I’m looking to send this build to testers one by one, responding to their feedback before contacting the next one. Puzzle games require thorough play testing and so I’m trying to leverage the feedback from testers as much as I can.<\/p>\n
The following are the major changes for this build.<\/p>\n
Unfortunately I didn’t get to prototype a shield holding enemy or build up art references. Instead I opted to focus more on adding to and adjusting the existing level set as it feels more critical at this stage of development. There are now more introductory levels which unlike the original game aren’t just instructional but also contain smaller hooks. The introduction area now branches earlier and each branch is more interconnected.<\/p>\n