The Short And The Tall

Two guys that make indiegames

Polishing Sector-08

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tbc_finalSect08_02r

Sector-08! As told in last news, last week we were on Sector-08.
The map has changed a bit more and the final result, in 3D, is this with some restyle and resize:

tbc_finalSect08_01r

And now let’s focus on the gameplay side: the sector is divided in different zones with different things to do but it’s more or less all around protecting each other while solving the puzzles and trying to reach the level end for purify the water.
The nice thing is that the “danger situation” change in any zone, so you need to pay attention to the rooms details and find the right attack/defend/use-stuff strategy – to summarize: strategy is the key. šŸ™‚

With the gameplay we still need to complete last 3 rooms because we played many times the current places for polishing the gameplay and that takes a lot of time: we reduced the number of enemies, changed some timer duration and added some invisible triggers for balancing the re-spawn and avoid at any cost frustration. It’s possible that, at the end, the level will be one with the highest number of deads (maybe.. that’s my prediction šŸ˜‰ ) but in a good way – you know, the situation where you die because your fault and not because the game bad design.

We introduced also a camera variation for solving a puzzle that we enjoyed a lot, it works very well and the final result makes us very happy even because we changed many little details with the intent to make it as funny as possible.
Some screenshot:

tbc_sector08_06
tbc_sector08_04tbc_sector08_00tbc_sector08_07tbc_sector08_03

So, what’s next from the toDo list? We will making the environments more rich, complete and balance the rooms and then we will continue with the gameplay of the final zones of Sector-08.
Next week there will be some new updates and then it will be time for Sector-09 – so time for a preview with a piece of the map, enjoy:

tbc_s09-map

Tks for reading and please share to your friends and all gamers you know!

TheShortAndTheTall

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