Lost Marbles Development Blog 2

Lost Marbles

Lost Marbles is a fast pace physics-based rolling platformer. The game includes 3 game modes; Time Trials, Gem Arenas and Arcade Playlists. The game is broken into 5 difficulties, so no matter your style of gaming, there will always be something to play, and every level has a global scoreboard.

Hello everyone! It has been a little while now since my original development blog relating to the upcoming challenge update, and I felt it was time to let you all know what I have been up to and how it has all been coming along. I have changed my mind on a few things since that original blog where I outlined the plans for the challenge update and the possibility of an editor in the future, and I will be explaining the changed in this blog, but the overall goal for the update remains the same. [h3]The Changes[/h3] The major change that has been made is that I will no longer be using systems designed for the level editor in the challenge mode. This includes the logic tiles I have made (although I still may use them) but more importantly, it includes the build tool. The reason for this is that it was getting fairly annoying to have to keep updating the build date when changes were made and as the number of challenge levels grew larger. Because the editor build tool is no longer being used, it means that challenge levels will now be included in the game files, as opposed to the data being downloaded from the server when the game loads. This has some pros and cons, but I'm happy to say they are mostly pros. They are:- [b]Pros:[/b] [list] [*]Lower bandwidth usage which is great for me, and for you [*]Replays will be available on levels that are currently not in the active list of challenges [*]I plan to allow some way of permanently unlocking challenges (still undecided yet, but I will discuss some options further down this post) [*]Should speed up development of levels (assuming I don't get side-tracked by working on the editor) [*]Unlocking levels will allow for offline play of those levels [/list][b]Cons: [/b] [list] [*]Larger game size on your hard drive [*]New challenges will require a game update, since the data is no longer stored on the server [/list] Unlocking the levels to play outside of the randomly selected challenge levels is something I need to think on a little more, but one thing I know is that I want to make playing the currently active challenges play a role in unlocking them. The two possible solutions that I have came up with so far are as followed:- [list] [*] Allowing the level to be unlocked by completing the challenge time on a given level. This means they must be unlocked whilst they are an active challenge. [*]The introduction of a currency system, where you would earn currency for playing the game, with a multiplier bonus for playing the active challenge levels. The currency would then be used to purchase any bonus levels, regardless of if they are currently active or not. This would also open up the possibility to add additional things for purchase such as skins etc. [/list] I’m also open to feedback or other suggestions should anyone happen to have any, so feel free to message me in the discord or post a comment on here in the steam community! [h3]The Progress of Development[/h3] As for the update its self, It is coming along nicely and progress is being made despite how quiet I have been as of late. The main server systems that will run the challenge update are all tested and in place ready to go. The shift to local challenge levels has also been made, so all of the original editor build tools that I was using have been stripped out and replaced. My current work is mainly focussed on expanding the challenge level pool, which has increased significantly since my first post, and I am still confident that I can hit the 100 challenge mark with the current selection of levels that I have to work with. Aside from continuing to create levels, which is the bulk of the remaining work, I still need to create a new level select widget for the mode, as well as decide on a method for unlocking challenges for permanent use. As I mentioned in the previous post, if anyone has any interesting ideas for a challenge that they would like to see in the game, be sure to message me on discord or here on the steam discussion boards. This will likely be the last blog before posting the official announcement for the challenge update, which will include all of the details surrounding the different groups, as well as the final decision made for how to unlock the challenges. [h3]So, Is this the end for the editor?[/h3] Absolutely not. In fact, I am more eager than ever to start working on it, to the point where I may start sharing my time between the challenge stuff and setting up the framework for the editor its self. This will delay the release of the challenge update, but would move up the timeline for a possible editor release. I truly believe that an editor would be an absolute game changer for a game like this, and I have no doubt a lot of you guys playing the game would likely agree. That basically rounds up everything I have to say so il end it here! Thanks for taking the time to read. <3