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Name | LAZR - A Clothformer | |
Developer | Garrick Campsey | |
Publisher | Top Hat Studios Inc | | |
Tags | Indie Singleplayer | | |
Release | TBD | |
Steam | € £ $ / % |
News | 69 |
Controls | Keyboard Mouse Full Controller Support |
Players online |  n/a  |
Steam Rating | Need more reviews to generate a review score |
Steam store |  https://store.steampowered.com/app/1181040  |
LINUX STREAMERS (0)
Dev Vlog #12 and #11 |
Hey Everybody!
This week's dev vlog is up, check it out:
[previewyoutube=_QJY9SluSJI;full][/previewyoutube]
and here's last week's dev vlog too:
[previewyoutube=E6ytCmlcIP8;full][/previewyoutube]
Lazr is in a great spot right now, everything's working really well and fast - so next week will be a bit more focused on some technical stuff. There's so much to do, and The Big Art Push is still just right around the corner. I've got the styles established for Bluegardens/Downtown and Humacorp, and I really like how they look.
The game is missing holographic ads right now, as I'm still reworking their style to look better than they did in the demo. In particular, I'm working on making the volumetric lighting effect stronger for bright neon signs. I'm really excited to add new enemies and bosses and airbike levels too, as the intro/training levels have been defined well. The first 5-30 minutes of playing a new video game is crucial (to me), so a lot of focus and effort is going into that early experience with Lazr. I want to 'train' the player, so they feel powerful in-game, but that has to be done with respect to action and engagement. I don't want boring tutorial/training levels, in other words. And that's a critique I have of Lazr's demo - the training levels weren't engaging, and they introduced too many concepts at once. So, I designed the new opening of the game with that critique in mind.
There's so much to do, so I should get to it. See you next week!
//mrgrak
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[ 2020-06-07 22:11:44 CET ] [ Original post ] |