Light the Skies Development Blog #2
by Jay on Aug.11, 2010, under Blog
Hi, I’m back with another update on the progress of Light The Skies (LTS).In my last blog post I wrote “Our main focus currently is to get all the main game play out the way so that we are left with a complete shell that needs a lick of paint in the form of art work and animations.” I am really pleased to let you know that we have managed to reach that stage for all three modes of play! Yay ,although there are still a few bugs to sort out .
I have finished programming all the boss battles and the code for all the flight patterns the boss’ will take, I must admit this felt very difficult to do especially when it came to the balancing of it all. On the one hand you have the thought of making the game long enough and hard enough that the player feels a sense of accomplishment, but on the other hand we also have to accommodate beginners and you want them to be able to play the game and receive the same level of achievement from playing the game. It was a tough battle but hopefully with the help of my lead Testers Rohan Veit (7) and Anna Zsigo (22) I have achieved something suitable for all!
Before I sign off to go code some more LTS goodness I would just like to mention that Drop Dead Interactive will be unveiling the first proper game play footage of Death-Match Mode at Game City Nights in Nottingham on the 27th of August . Hope to see you there.
Light The Skies Development Blog #1
by Jay on Jul.30, 2010, under Blog
I know you’re wondering how can this be blog 1 when so much of the game has been done, well it is becuase I say so
The development of Light The Skies (LTS) has been a challenging, yet rewarding, experience so far. My hot beverage and paracetamol count has tripled and I’m think I have started to gain telekinetic powers (hehe).
I am happy to say that we have had an outstanding amount of progress with the level design and the art work to go with it courtesy of Michael Falzon. His brilliantly detailed levels add depth and immersion towards the game play, helping to capture that WW2, alternate universe feeling.
The change in direction with boss design has helped keep the game fresh and keeps players on their toes with the unique look, movement and attack patterns that each enemy boss has. The player gets to experience different strategies for taking an enemy down thus building upon their existing skill level for the next challenge in the form of survival mode.
I am very pleased to say we now have our first bit of death match game play, which allows up to 4 players to battle it out against each other with the winner being the first to 3 victories. We plan to add more chaos and frantic play to the death match mode and are trying to make the game mode very re-playable and an overall fun experience amongst a group of friends.
Our main focus currently is to get all the main game play out the way so that we are left with a complete shell that needs a lick of paint in the form of art work and animations, but I guess you will have to wait for my next blog post to see the progress we’ve made.



