After One Week On Steam Greenlight…

Ok, then. It’s been about one week since my indie game in development, a hand-drawn 3d puzzle platformer called “Drew and the Floating Labyrinth,” was listed on Steam Greenlight (see that page here). I hesitate to write about it yet, since I’m sooooo close to reaching 1,000 “yes votes,” but the visitor count has slowed down to a crawl, so I won’t get there for at least a few more days.

Have you seen a hand-drawn character in a 3d game before?

Have you seen a hand-drawn character in a 3D game before?

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Further Developments…

A lot happened this week. I should talk about it.

Firstly, demo for “Drew and the Floating Labyrinth” turned out to have a couple bugs in the menu system I didn’t see before. Thanks to the good people on REDDIT who pointed out the flaws. I don’t normally like to update demos continuously anymore, but it didn’t seem fair to leave the game as it was. You can try the demo if you haven’t already here: http://drew.fromdustscratch.com .

Secondly, a gameplay video that shows the levels seen in the demo (and one extra one from the trailer). If there was any question about gameplay, this should fix that. It can be seen here:

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Drew and the Floating Labyrinth updates – Giving Drew Some Color

Some game development updates on “Drew and the Floating Labyrinth”.

First, realized that people have different input methods with computers. It’s one of the many reasons why computers are worse than consoles to develop for, because you have no idea what the gamer has with their computer rig, even if there is potential to make a better experience on PC than anywhere else. I’ve already had gamepad and keyboard+mouse+scrollwheel made, but also updated controls to work without the scroll wheel, best for people on laptops for example. I really should consider some form of touch controls too, just in case (but won’t until the very end). I probably won’t update the demos continuously with fixes like this, but we’ll see. Thankfully, Unity3D makes it really easy to update input methods: you can “define” a input button, then define several versions with the same name, each with its own real keyboard or gamepad button. Nice.

Also tried adding more color to Drew: her red hair.

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