Let’s try and be candid yo!
In 2009 I made Lunnye Devitsy. Born on the ride over to my girlfriend’s (and 50% of Boss Baddie) university graduation as I drove over the bleak moors.
It was the start of a little idea I wanted to mess around with, something I could call my own. The idea of having simple controls, simple interactive gameplay but housing a complex, puzzle-like world. It’s something you can see in Lunnye, Wake and Really Big Sky (and Infinity!)
In 2010 I either started or finished work on Wake, which was unashamedly inspired by watching the Poseidon film!
I was flown out to GamesCom to demo Big Sky Infinity, along with Nicklas (off Nifflas fame). At that time we were coming to the end of Infinity. There were plans for the next big project(s) but I wanted something I could do myself. Around this time Indie Royale had asked if they could run any of my other games, so it just seemed like a good idea to create huge updates for both games.
The big thing I wanted was widescreen support, and a big bug fix. Whilst playing them and updating lots of little ideas happened. I wanted to make Wake more dynamic, so I added a ship-randomisation feature that would block off entire paths for each “round” you play.
And we’re also working on making Big Sky Infinity just a little bit better too
So all in all it’s been a hugely massively intensely busy past few weeks.
WAKE 2013
New Boss Baddie logo
Tweaked story elements
Auto detects controller if connected
New controller code
Added widescreen support
Added higher resolution scaling
Added keyboard support for the torch
Darkened the in-game map
Fixed the custom keyboard text not showing up on some buttons
Final score grows as points are displayed
New randomisation system to create more unique play throughs
New obstacle – electricity! Cripples movement above water, quickly causes death under water
Updated ship rotation effect to make it central
Added vibration when water is getting close
Redesigned some areas of the map slightly
Added bonus stuff for completionists
Fixed a but when opening health boxes
Lowered strength of bloom
Remastered music
Fixed control bugs on option screen
Added embers to rooms with fire
Lengthened the life of the flare from 15 seconds to 60
New flare effect
Increased value of meteor bits from 100 points to 200
Fixed bug on title screen preventing menu selections
Oxygen is now instantly refilled
More airpockets added
New airpocket graphic
Change swim animation behaviour
New water colour shader
Handrails added to the airvent tunnels (not on Hard mode)
Added quick-guide when starting Easy mode
Added in light sources to make finding key slots easier
Added pop-up help text
New deep water effect
Added a waterline marker on the map display
Improved lighting system (scaled to difficulty)
Removed the grain effect
Fixed a bug where some key doors couldn’t be opened underwater
Added highlights for key slots and flares when the power’s out
Disabled Hard Mode’s climbing bonus in the vents
Halved the amount of starting keys on Easy mode
Increased visibility in smoke
Fixed a looping death bug with Realism activated
New medal sound
LUNNYE DEVITSY 2013
Widescreen support
Improved visuals
New controller code
Redesigned some areas
Remastered original songs
Added loads of new songs
autosaves when you collect any item
Fixed a music bug where music would fade in incorrectly
Added more end-coins
Tweaked story elements
Rumble based on how far the character falls
Updated foliage/wind system
Extended beach area
Fixed slope sliding bug
Made it easier to get out of water
Toned down the storm effect
Updated sound processing
Added option to disable new post-processing effects
Now… next for 2013…