Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1028230 Posts in 41275 Topics- by 32894 Members - Latest Member: Wateranthony

July 30, 2014, 03:17:12 PM
TIGSource ForumsFeedbackDevLogsFinishedSix Sided Sanctuary Devlog
Pages: [1] 2 3 ... 7
Print
Author Topic: Six Sided Sanctuary Devlog  (Read 9595 times)
poe
Guest
« on: October 12, 2012, 06:02:24 PM »

Figured I should start one of these.

Info from the feedback thread:

Six Sided Sanctuary is a puzzle game where you are a cube, you can attach panels to each of your six sides; each panel has special properties that allow it to preform various tasks such as:

    Traverse Water
    Fly
    Climb Walls
    Relocate Minecarts
    Bounce Really High

Of course having panels does not necessarily mean you will solve every puzzle, you will need to organize the panels on yourself in such a way that you are sure you can solve each part of the puzzle. Orientation of the cube and where panels are positioned matters obviously.







Twitter: https://twitter.com/poe__
Moddb: http://www.moddb.com/games/six-sided-sanctuary
Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=92924038

http://www.youtube.com/watch?v=HOJxlfg5TSA

Progress for this week: Made two new levels, found a musician, and polished up a bit more to make the game feel more fluid Smiley





« Last Edit: March 21, 2014, 08:32:19 AM by John Sandoval » Logged
Ninja Dodo
Level 4
****



View Profile WWW Email
« Reply #1 on: October 19, 2012, 07:42:17 AM »

I saw this on Greenlight and thought it looked really interesting. Curious to see where you take it.
Logged

SolarLune
Level 10
*****


Hmm.


View Profile WWW Email
« Reply #2 on: October 19, 2012, 08:24:05 AM »

Yeah, it looks cool. It reminds me of the game ColorCube, which involved setting colors up on the correct sides of the cube. Will the puzzle be impossible unless you have the sides set up correctly from the beginning, so to speak, or will you be able to roll the cube around to get the correct one you want?
Logged

poe
Guest
« Reply #3 on: October 20, 2012, 07:09:10 AM »

Yeah, it looks cool. It reminds me of the game ColorCube, which involved setting colors up on the correct sides of the cube. Will the puzzle be impossible unless you have the sides set up correctly from the beginning, so to speak, or will you be able to roll the cube around to get the correct one you want?

They will be "impossible" I suppose, but the levels are designed to have that not be much of an issue. In later levels there will be ways to rearrange your panels so that you don't have to restart.

New title screen/music:
http://www.youtube.com/watch?v=50hFKKHuj2M

Of course I polished more this week, also. The never-ending polish cycle.

Thanks for the replies!
Logged
poe
Guest
« Reply #4 on: October 21, 2012, 01:49:10 PM »

This weekend:

Added two new levels, and two new mechanics:

Panel Rearranger- When you stand on it you can move what side panels are on
Teleporters- Well.. y'know by this point

New sound effects courtesy of https://twitter.com/Trurkowski

Hear here:
http://www.youtube.com/watch?v=mmgUjmdxexA
Logged
poe
Guest
« Reply #5 on: October 23, 2012, 02:16:55 PM »

http://www.youtube.com/watch?v=k2ggT9X_CR0

New panel, new level, new song. I'm not too sure about the mechanics in this so let me know if you have any feedback Smiley
Logged
SolarLune
Level 10
*****


Hmm.


View Profile WWW Email
« Reply #6 on: October 23, 2012, 03:17:45 PM »

Having the movement of the cube be tile-based makes it seem a bit fast and bumpy, but the velcro mechanics seem pretty sound. Nice.
Logged

poe
Guest
« Reply #7 on: October 23, 2012, 03:31:58 PM »

Having the movement of the cube be tile-based makes it seem a bit fast and bumpy, but the velcro mechanics seem pretty sound. Nice.

Thank you, and about the too fastness, do you mean in general or on the wall? I could slow it down but I think that may be bothersome... I guess it's time for another entry in the options screen.
Logged
SolarLune
Level 10
*****


Hmm.


View Profile WWW Email
« Reply #8 on: October 23, 2012, 04:10:54 PM »

I meant in general. Actually, it's only really 'choppy'-looking when you are falling and it falls by grid-sized chunks. Just smoothing that out would help, to me.
Logged

poe
Guest
« Reply #9 on: October 23, 2012, 04:32:20 PM »

I see what you mean now, it doesn't actually fall based on a grid but I'll try and see why it doesn't look smooth.
Logged
poe
Guest
« Reply #10 on: November 24, 2012, 06:10:50 PM »

Weird to think the last time I posted here was October...

I've been working on the game still. More polish and all that.


Tonight I added in metablock levels where you go inside a block and see how it works. Of course there's puzzles in them Wink
Logged
Udderdude
Level 10
*****



View Profile WWW
« Reply #11 on: November 24, 2012, 08:00:48 PM »

I'm invading all your threads :D

The meta puzzle is a kind of cool idea, hope it doesn't detract from the main puzzle though.  Are the meta puzzles required to be solved?
Logged

poe
Guest
« Reply #12 on: November 24, 2012, 08:10:20 PM »

I'm invading all your threads :D

The meta puzzle is a kind of cool idea, hope it doesn't detract from the main puzzle though.  Are the meta puzzles required to be solved?

Well they're just normal levels, at the moment they can be selected from the level select but I may go with something like Super Meat Boy and make it so you have to find them inside a level.
Logged
poe
Guest
« Reply #13 on: December 03, 2012, 03:04:29 PM »

Never mentioned that Meta-puzzles are optional. In fact the game has a lot of optional levels now that there's an overworld instead of a list of levels!

Overworld:

Blue levels are complete, you can't go past them until you finish them but in some areas there aren't paths blocking you allowing you to roam free. Beating some levels will unlock a panel on the overworld to reach more levels!

Portal to metablock:


Getting to these portals will require critical thinking, and using mechanics of the puzzle around you in weird ways that won't necessarily bring you towards the level goal.

Bonus, here's the screen when selecting a level:


I have 15 levels complete at the moment, each trying to use every mechanic in a new and original way or introducing something new. I'm aiming for 40 - 50 levels so the game is actually on the way of being competed. It's gone through a lot visually, and design wise. I'm excited to see what it's turning into, and I should have a demo for you guys very soon. Smiley
Logged
Udderdude
Level 10
*****



View Profile WWW
« Reply #14 on: December 03, 2012, 03:20:00 PM »

Looks cool, looking forward to the next demo.
Logged

Pages: [1] 2 3 ... 7
Print
Jump to:  

Theme orange-lt created by panic