DEVLOG#32 – Designing the Puzzles

Hello Ascenderians,

Can’t believe that it is my turn to write, it has been a challenging weeks toward the next version of our game.

During testing, some players said that the “Boss” Puzzle in Ascender is quite intense. Well, as a designer I never really think that the puzzle that they describe is actually a Boss puzzle. I like to all it Intense Puzzle where player is given a task to complete a puzzle with a pressure (it can be time or annoyance).

I use Intense Puzzle is used for two purpose,  first to validate that user know how to use certain skill and the second is truly a challenge for the player to face in order to progress the game.

The first example of Intense Puzzle is B.RO Puzzle in the beginning of the game. I use the puzzle to validate the skill that is newly acquired skill (Double Jump and Hook) and let B.RO chase them down in order to heighten the intensity of play. We even test the player to use the skill accordingly in order to get away from B.RO

Run !!! Sky... Sun !!!
Run !!! Sky… Sun !!!

After this player are tasked to finish not so obvious puzzle, and I call it hidden puzzle. This type of puzzle is where player probably saw an item but can not get into it. Some puzzle can not be directly solved since some of them uses skill that player may not have yet. In the public preview, there are a lot of these type of puzzle that you can found.

Well, I need the box to jump higher.
Well, I need the box to jump higher.

Player will not also find many type of puzzle, there are also quest that is affected by circumstances of the world. This quest includes a race with nippytron, capturing pet called gnallo and many more. Try out the public preview in order to find more type of this gameplay.

run1
Let the race begin!!!

There are more type of puzzle in Ascender but mainly it is the variation or combination of puzzle that I just mentioned above. I guess that is all from me right now, see you in another discussion.

 

Best Regards,

Amethyst

DEVLOG#22 – Ascender still waiting to be Greenlit

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Wow, we still cant believe we started our Greenlight Campaign. We are both excited and nervous monitoring the progress of our greenlight. We chose January 16th, 2016 as the first day of our campaign. Not only a beautiful number that become the reason we pick number, we also have create our own calculation and research.
We went through our first day with weird feeling. Happy, worries, surprises and many feeling occurred when we saw the number for both YES and NO vote are increasing. We are also so nervous waiting for the comment that will be written by Steam player.

Positive comment filled with praise, happy expression and support after reviewing our page or even playing our games create a joyful emotion in our heart. Every trouble and sacrifice we made while developing Ascender since May 2015 has been paid.

While constructive input or even mockery is also become our fuel to improve Ascender. We highly appreciate the sincerity and honesty of Steam’s player with spontaneous and very attentive reaction to Ascender.

The comments do not only come from Steam Greenlight page, a few player come and visit our facebook page and web. Our friends are also both willingly and excitingly send us email containing suggestions and input. Some of them are also game designer, sound designer and game experts.

The words “Thank You” can not describe how appreciative we are to Ascenderians who play the game, voted and comment at the Stream Greenlight Page. We are continuing our journey with sky, giving the best for Ascenderians for the release version later. Keep praying and supporting us through the end of this epic journey.

Vote YES for Ascender through shortlink or directlink.

Ruby the red light waiting for the greenlit

DEVLOG#21 – The People and Creatures of Ascender

Hello. Ascenderians!

It’s my first time writing this devlog. I’m Alexandrite, one of the artist, who is still coping with Alan Rickman’s death. Well, I don’t really know how to write but I’ll talk about characters in the world of Ascender.

Designing character is quite tricky, as character is the one who the player use throughout the game, so you have to make the character as lovable as possible, in many ways. Amber, our Art Director, provides me with the early sketches of the main character and then trust with the final design.

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Sketches of Sky

The creation of Sky, our little robot, is the easiest since it has been decided earlier that Sky is the “little, dog-like companion”.

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Sky Final Design
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Sketch of Ocean

Ocean’s concept is the typical “Golden hair, Ocean blue eyes” of classic beauty. It’s harder to catch her image since she’s just a little girl. I have to make her as innocent as possible while maintaining her beauty, which is not my forte. So in the end, we give her a weird hairdo with three braids. Her image keep changing, until in-game-sprites where her hair is longer, messier with platinum-blonde color instead of golden blonde, and the rings on her front braids is getting bigger

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The final design and in-game sprite.

And beside the main characters, there’s also NPCs, creatures and the random villagers. It’s a new experience to design the GOA Civilization, along with it’s cultures, clothes, physical traits.

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Meowl & Gnallo

The creatures, as Garnet has posted, are the fusions of animals. A weird mix, but they are quite cute, aren’t they? Meet Meowl and Gnallo! The fusion of Cat-Owl and Gnawer-Armadillo. There will be quests about them, so, prepare to cath’em all!

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NPC: Villagers

About the Villagers, Honestly, i was having a hard time designing GOA Cultures. And then i was inspired by Borneo Tattoo as the main feature of their culture.

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Tattoo of Goa

So, what do you think about our Characters? Or maybe you want the high-resolution tattoo design to tattoo your body…. i’ll be delighted since i can’t get myself tattoed.

Before I go, don’t forget to vote for us on Steam Greenlight

Alexandrite, Log out~

DEVLOG#20 – We are on STEAM Greenlight

Dear Ascenderians,

Today is a big day for GameChanger team, we have just publish our STEAM Greenlight page. We have been developing Ascender for 7 months, excluding our research and analysis phase. You have been a great audience for us and have helped us giving valuable input.

By opening ourselves in STEAM Greenlight page, we are ready to accept more input from the biggest community of PC Game player in the world. Our greenlight page can be visited at http://bit.ly/ascgreenlight or http://steamcommunity.com/sharedfiles/filedetails/?id=578620154

Next month, we are going to launch the beta version of ascender as the final version that can be enjoyed by public before we are releasing the game for sale.

That is all from me, a short news with the biggest information from us.

Regards,

 

Amethyst