So several players have told me they’ve lost their amulet in the green corridor.
If this happens to you, it’s most likely not a bug. Go to room 14 and look at the “laser table” to the left. It will most likely be resting there.
If this happens to you in the 4th corridor, it might be resting on the “laser table” in room 23, also on the left.
So I’ve just uploaded the game to Apple and it is officially done. It will be released next friday 18th on the App Store.
Sorry for letting Apple-users wait a bit too long but there wasn’t enough time for me to get the game done in time before christmas.
So the launch date for Legacy 3 – [Title unkown] was first set to September. And guess what – it’s September but no Legacy 3 to be seen in the stores.
I was really trying to get it done by now and when I first wrote the script it really felt like I would be able to make it. However the game has grown during the development and there is no chance of me releasing the game in September. More likely is November if everything goes according to plan.
I’m so sorry for this but I want to release a game that feels worth the money so by delaying it hopefully the quality of the game improves.
As an apology I provide some screenshots from the game, hope you like them 🙂
PS. The screenshots are all from an early stage in development and all of them will change in some way before release.
So I haven’t been very active here lately, or not active at all actually. I’m not really sure yet of how much I’m going to use the blog but I will try to update once in a while.
Since about 1-2 months ago I’ve been thinking about my next game, another game in the Legacy series. This one takes place before the first game, Legacy – The Lost Pyramid (that will recieve a facelift after the next game btw). Instead of playing as Mira you are now playing as Harley, the brother who is missing in nr L1 and L2. I felt that there was a story to be told, and I hope you will like it. Not going to be much more specific about the story here, but focusing more on the game development itself.
Oh and also, I apologize for my english in this blog. I’m swedish and have never really got the hang of english grammar.
The last couple of days I’ve been working on the interactive system in L3. Interactive system for me means how the game interprets your finger on the screen and how that should be calculated into a movement of an object, or clicking a button. This system consists of atleast four big divisions:
– Moving the camera to look around
– Rotating an object by spinning it
– Rolling an object by dragging
– Sliding an object by dragging
Note: this is made up by me.
The difference between rotating and rolling an object is that in rolling you only move your finger over one axis whereas rotating is over two axis.
I just finish these four divisions, or atleast the first iteration. Usually there is a lot of tweaking needed after the beta testers try the game for the first time.
This system is a big upgrade from L2 (and an astronomical compared to L1), since the objects now can have physical properties attached to them, like weight, drag and momentum. The way I calculate how much to rotate the objects is also different from L2 with this system being much more precise. In L2 if you rotated an object it would follow your finger instantanleyusy…instantaniously…really? It would follow your finger very very super fast. This made the object feel weightless and hollow. It also came with an unwanted effect of snapping the object very quickly to an unwanted rotation. This is removed in L3, and it feels really good. I can write more about how that works in detail another day.
Another image of rotation and also dragging:
That’s it. My first real blog post. Maybe there will be more.