Tag: Star Iliad
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DevLog #06 : Expeditions for Tech
Spot the difference in this picture of two enemies at the moment of their demise. On the left, an enemy in Phoenotopia. On the right, an enemy in Star Iliad. Notice anything? The one on the right sports a “hit glow” FX. (Note: Chinese Translation of this devlog is available! Courtesy of Baojie) Phoenotopia surprisingly never had hit…
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DevLog #05: Map Designing
One common feedback we received for Phoenotopia was to add a map. Unfortunately, it was too difficult to do since Phoenotopia wasn’t designed with 2D geometric considerations in mind. Perhaps it’s best explained with this picture: (Note: Chinese Translation of this blog post is available! (Courtesy of Baojie) (The starting house. Some say the confusing layout was…
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DevLog #04: Revisiting some old Story Drafts
The game has evolved a lot from whence it started. For fun, let’s dive into some old concepts. Don’t worry, they won’t be spoilerific since the current story has evolved far away from what will be shown. Note: Chinese Translation of this blog post is available! (Courtesy of Baojie) The First Step It starts with some programmer art:…
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DevLog #03: The True Weight of a Double Jump
One of the most common requests I received for Phoenotopia was to add a double jump. Of course, once the game was out, adding a new movement mechanic like that wasn’t feasible without dramatically altering the levels and puzzles. It’s one of those deceptively small changes that carries massive, far-reaching consequences. Still, I mentally bookmarked…
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DevLog # 02: The Importance of Pacing
Note: Chinese Translation of this blog post is available! (Courtesy of Baojie) When it comes to making commercial video games, let’s just say it’s not our first rodeo 😎 (It’s our second) Steam automatically compiles various play data from gamers. From Phoenotopia, I know that we have a roughly even split of keyboard users and gamepad users.…
