Sleepwalker Dev Diary #2: Placeholder for stuff from the future

futureStuffThis is not a real dev diary, so I’m sorry if you did expect to find any clue about Sleepwalker.
Yes, I’m still working on it but I’m not going to share any playable build or details for now. This doesn’t mean that there is nothing to show. The last months of 2015 have been very intense and the upcoming ones will prove to be crucial for this project that I’m creating on my own.

As I mentioned before, the last complete prototype of Sleepwalker was a bunch of white-box levels. I used that to test the main mechanics and put in practice everything I was learning, from game design to scripting. I’ve tested a learning curve to guide the player in the very beginning and make things harder as she/he proceeds. It wasn’t perfect, like every other prototype in the world of game development, but it was very important for the project.

There was a time in which I was supposed to stop developing this project and start with something new, but then I realized that something cool was coming day by day for Sleepwalker. So I choosed to keep going because I have to do what a game designer usually does: creating games, stories and fun – not only having “great ideas” like some people think.
The creative process starts when your hands get dirty and I am very excited to keep working on this project by mylsef.

That said, I don’t want to leave you with nothing, you two people that have the patience to read this far: here you are some shots from the white-box version.
I know it’s not much, but if you stay tuned for the next dev diary, you are going to be astonished. Sort of “before and after”, but without meth or surgery.

Sleepwalker Dev Diary #1: The game and level design of Sleepwalker

In the last months I’ve developed a new version of my platformer prototype, Sleepwalker.
I was pretty happy with the first version, although I had some ideas to make it more complex and fun. Therefore, I started to work very hard on the design in order to build different levels, puzzles and mechanics. I listened to some of the feedbacks I got and I expanded them to fit the new game experience I had in mind.

The game is about a character that it is running through the levels. The main goal is to reach the end of the level and grab every pickup. Every level is scattered with dangerous situations (falls, moving platform, spikes,…) and obstacles that can be solved to get through.

Sleepwalker_planeNow, every puzzle has at least a couple of variations and has been balanced to make the player learn how to play from scratch to mastery. In order to do this, I spent a lot of time improving the scripts and finding a way to design levels from zero, using only creativity and the macro design document.

The macro design document is a spreadsheet I used to track the mechanics in every single level. It helped me a lot in deciding the gameplay focus and the direction I wanted to take, because sometimes it was very hard. When you work alone, you are completely free to experiment and create as well as let everything go, so you need A LOT of discipline to complete a step and reach a specific point of your project.

My goal was to give to the prototype the structure of a true game: multiple levels, a beginning and an end, fun and consistency from a design perspective. Some of these things can still be improved, and I will because a new version is on the go and I would like to implement another important aspect of Sleepwalker: the story.

I have been working on Sleepwalker’s story from the very beginning, but I will share more details as the development proceed.

For now I’ve decided not to publish this version of the project, so if you want to play it drop me a line.