Hello everyone!
The Light Inside Us is OUT! Yes we finally managed to release the game on the appstore.
https://itunes.apple.com/app/id1013478481We're incredibly relieved and also excited to share the news with you! Thank you for bearing with us on this journey, which was at times a very silent one, due to the infrequency of our posts.
However it was a great experience sharing everything on this forum and also the feedback and encouragement we received from time to time was invaluable,
We hope you give the game a shot, and if you have any more suggestions for improvements we're all ears!
Finally I'd like to end this with the post on level design I promised. Now neither me nor my co-founder are trained game designers per se, we're just learning things as we go along, so our level design process wasn't very systematic or even the same for different levels! However this is a general idea for how I approached making most levels for this game.
We decided on levels based on the features we wanted to put in it. These features included
- The kind of enemies
- The type of weapons available
- The terrain elements the level should contain
Sometimes the weapon would take precedence over the others, while at other times it was vitally important that a certain terrain element must be present in the level. Apart from the feature we also try to highlight a quality of the feature or a trick/technique to use a feature in the player's strategy as part of the level design.
Of course we begin with some impossible to decipher scribblings in a diary
Then we proceed to create the level in an editor, based on the level we have the ability to change other features in it to better enforce the goal of the level. This includes what other terrain elements can be added, how can we change the enemies , the count of enemies, the frequency with which they spawn etc. This starts enforcing certain constraints on what you can do and brings the goal out a little better. However its entirely possible to play and defeat the level without even bothering with its stated goal, its just somewhat harder to do so.
I thought I'd illustrate all of this best with an example of a level in the game.
This is a level that was designed with one goal in mind. Show that portals can be used for multiplying attacks and can be done so efficiently! So what we needed was a level which would be reasonably easy to defeat if you use that feature... and reasonably hard (not impossible though) if you do not!
So we started obviously with a ton of portals. The three at the bottom right are connected to each other. Shoot within one will bring it out of the other two. We made it so that user spawns near the center and the enemy comes from both sides. Giving the user a slight incentive to use the portals this way. But this isn't very obvious. Because by the very nature of how a person has been playing till now, they'll mostly likely aim at the enemies directly.
This is why the edges of the tiles on both sides of the player are lined with barriers. Barriers stop a certain kind of weapon from going through so now its impossible to shoot the enemy from the sides. We also added barriers between every tile on both 'arms'. This was because it would make it hard to just go to the front of the tiles and shoot everyone.
However the defaul enemy, whom we call 'The Corrupted', is fast and also not too powerful. You can safely shoot clusters of them while standing very close. Hence the obvious choice for this level was the 'The Sinister' or what we call the fat enemy, who is slow, but extremely dangerous to get close to. So you must shoot them from a distance and the portals now become extremely useful.
The weapon of choice for the level was also an easy one. The pink weapon (or The Ray) is a lot less expensive. Taking repeat shots makes it a lot safer, while The Fan (which is a spreadshot) is more expensive, can kill more in one hit and also perfect for ensuring you get the perfect shot. Multiplying the fan weapon also makes the shot that much more powerful. And so The Fan had to be the choice of the level.
Finally just to enforce the portal multiplication we added another 'leg' to the level and four portals facing the leg from the same direction, Again we added barriers so it would be tough to kill the enemies coming from there head on, but shooting at the portals makes them much easier targets.
Hope that made sense! If not leave a comment and I can clarify further. You can also leave a comment if you wish to congratulate us on the release!
Thanks again for reading these posts!