Along with many level tweaks and re-orderings, I’ve improved the control scheme and extended it to work with keyboards, gamepads, and/or mice. I also implemented a level skipping feature which allows you to skip a level one hour after you first reach it (or any time after it has been passed, if you are working your way back to a skipped level).
The thing that I’ve been pulling out my hair about is the story. I’ve removed most traces of any story from the game to create a more blank canvas. I’ve written lots of extra backstory and attempts at more interesting exposition, and am starting to feel like I should really pull back. I don’t want story to slow the player down, but would like to establish an interesting protagonist and setting. Now I just have to figure out how to implement that… which may involve writing some more animations stuff for the engine(?). I hoping to have a sample of this all online by the end of next week. After that, I’ll turn my attention to getting it all working on XBOX (again) and W7P for DBP. I’ll also be starting to divert some attention to Sugar Pill Studios’ next projects (which I’m really excited about).


























