




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Quick video of a tutorial teaching the player how to make use of a power-up soon to be acquired. Make some sweet moves to unlock the container storing the power-up. [previewyoutube=RvmZUoPX-DI;full][/previewyoutube]
As development of the full game has been ongoing, fixes, updates and improvements have been made to many areas. As some affect the content available in the demo, it seemed like a good idea to release a new version of the demo. In particular the game controller support got many improvements. See the Gamepads, gamepads & gamepads blog for details. Player jumping has been improved to be more predictable and reliable. The tutorial for how to use the first power up has been re-worked to be a better integrated part of the solution for solving that particular level predicament. Please let me know if you have any issues using a game controller to play the game. Also of interest would be to know if there are any issues using a Steam deck.
Sidetracking extravaganza with gamepads this past week. Originally started a check to make sure that using a gamepad was working well when solving a particular puzzle. While doing this, I noticed a bug with the gamepad and started to work on fixing it.
This led to taking a thorough review and improvement tour of the gamepad implementation.
Three out of seven different controllers used while testing.
Good to have been a gamer for many years... I managed to search the house and find seven different controllers. Oldest models being a Playstation 2 replica from Logitech, SNES controller replica (8BitDo) and a XBox 360 controller. The most modern I (kids rather, but don't tell them) had was a XBox Series X controller and a Nintendo Switch Pro.
Thanks to browsers having a quite solid Gamepad API, most gamepads work as intended even though there is no 100% standard set for what a gamepad sends as input. Unfortunately different browsers have some variations, meaning a gamepad can be perfect in a browser based on Chromium, while half-working in FireFox. As I build the game using Electron, which is Chromium based, I am only worried about making sure it works as intended for it.
[previewyoutube=jgrstb9IB4s;full][/previewyoutube] A quick friday evening update to show some gameplay from the puzzle adventure game A Ruthless World. All levels have unique puzzles to solve while unraveling the story.
While adventure platforming is a joy in itself, at times a little shoot 'em up isn't wrong. A first of more to come was completed a few weeks ago. Work continues towards a release in 2025. [previewyoutube=qV-QI6Jihdg;full][/previewyoutube]
In preperation for Steam Next Fest a demo of A Ruthless World has been released. The demo features the first few levels of the game, hopefully giving you a good insight into what to expect from the full game. [previewyoutube=XYqq8Vu1Hs4;full][/previewyoutube] Try it out, wishlist and stay tuned for more updates as work continues towards the release of the full game in 2025.
A Ruthless World
While work with the game ARW has been intense, the progress reports have been lacking. It seems the last report was posted back in October 2023! ARW has not been dead, after doing a another game in a game jam in October, updated Hive P v. S in November, ARW was again the main focus in December 2023 and beyond.
Change of direction
Originally ARW was more of a puzzle game, with emphasize on solving and being fast. Each level ending with a summary of how many objects collected and the time it took. ARW has changed to be more of an adventure platformer, a game where you explore and meet friends and foes. Each level remains a puzzle to solve, but the idea is to create puzzles that are something to tinker with and not so much being difficult to solve.
Some parts will perhaps be a bit scary, some will be nice and cozy. There are characters to meet, notes and terminals to use for interaction and story drops.
Code progress
In January last year the engine was feature complete for this game. All progress since has been writing code for actual game, characters and levels. There has been bugs to fix and some smaller additions needed to the engine, but so far it keeps running as well as I could have hoped.
At times there is an urge to redo engine stuff, to improve and make use of all things learned. Trying really hard to remember "if it works... it works".
Heres a snippet that binds the input from the player to trigger interactions. In this case to make the player character think of potential clues to solve a problem.
Level editing
To create levels I use the open source map editor called Tiled. Very robust, configurable and for each release gets more and more scripting functionality to add own behaviours and functionality. Tiled is a must to use if doing a game on an engine that does not come with a dedicated editor.
Here's a screenshot with all the good stuff in a level visible. Thankfully you can hide and show layers as you work to not make it so cluttered.
Future
The plan is to have this game finished some time next year. About 1/4 done so far and if nothing strange occurs, this should be doable. Next major event will be in October when ARW participates in the Steam Next Fest. This includes releasing a demo of the game.
Let's end with a look at some levels. First up, the starting level. Tidy up and get ready for work!
It seems like a lovely day as you go to work... But is it?
A daily stream running while I'm working on A Ruthless World. Aiming for a release at the end of the year, but not set in stone.
[ 6079 ]
[ 2063 ]
[ 4245 ]