Wednesday 16 November 2016

Dev Log 25# - Infogamer Interview

Hello everyone, 
Some more news from the Infogamer Reboot, I was interviewed at the expo on the indie stage.

The interview talks about NiTL as a game, the team making it, and goals for the game. So if you're interested and following the game, be sure to check it out!

Here's the video:

For anyone curious, here's the video playing on the screen:

More updates soon!

Saturday 12 November 2016

Dev Log 24# - Tech Demo Expansion+

Hello everyone,

So I'm currently making this update from the Infogamer Reboot expo in Zagreb. There have been some updates to the game and the tech demo since there was a lot of people wanting to play more so I slightly expanded the demo with 3 extra rooms.

Bug Fixes & Adjustments:
  1.  Wallask (Worm) collider box slightly increased vertically
    - Game play adjustment
  2. Crumble blocks not enabling their colliders
    - Rare bug, patched
  3. Bomb Blocks patched
    - Could sometimes be destroyed by somersaulting into their inner collider box that tries their anti-stuck code which destroys the block in case the player is inside them so they can get out.
  4. Tilemap gap closed (near save station)
  5. Upgrade items now do not respawn
  6. Fixed Wallask bug causing player to get stuck when enemy was frozen

Newest Builds of the NiTL Tech Demo (UPDATED):

64-bit Windows Build
32-Bit Windows Build
32-bit Mac Build


 This is just a short post during the expo for people who played the new tech demo and want to play it at home so they can play this particular version. I will be updating more after the expo.

Planned updates for the following months are:
  1. New enemies
  2. New abilities
  3. Boss enemy
  4. Updated and completely new tech demo