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I haven't updated the devlog for a little while since I've been off doing some freelance work and been busy trying to get the word out about this game!



So it feels like it's high time to do a little press re-cap Smiley
The first website to pick up on the game was actually my favorite Swedish gaming news site FZ.se:
http://www.fz.se/artiklar/nyheter/20151126/slow-motion-vald-vapenakrobatik-och-bananer-i-svensk-indieaction



Later another Swedish site also picked it up, called GameReactor:
http://www.gamereactor.se/nyheter/293603/Little+Big+Planet-avhopparen+bjuder+pa+bananer/



I also did an interview for lv.80, which you can check out here:
http://80.lv/articles/my-friend-pedro-awesome-slow-motion-platformer-shooter/



And last but not least, Indie Game Magazine also wrote about it! Check it out here:
http://indiegamemag.com/listen-to-the-banana-in-my-friend-pedro-blood-bullets/




It's so nice to having revealed the game and seeing people talk about it, and actually getting excited about it! Somehow it feels more like I'm actually making a proper game now Smiley



So, now that the initial "marketing-push" has happened I feel like I can go back to focusing more on making the game again. I've been warming up my game-making-muscles with a bit of level design. It felt really good focusing on gameplay again, after having had the focus on the visuals of the game for so long.



I also made another wall and floor theme which is completely "white-box" to be used for making the initial white-box levels, to stop myself from getting distracted from the flow and functional aspect of the level.




Example of a level built in one go.



Currently I'm approaching level-making in two ways. One way is to just start making the level (usually in the middle of the level) and keep building upon it linearly. This way of making levels usually requires me to really 'get in the zone' mentally, and usually gives the levels a better 'flow' feeling to them.



The other approach is to make levels in different "chunks" or "motifs", as I usually call them. This approach is great for when you want to explore a certain mechanic or "hook". It usually involves trying all the different combinations and abuses of the functionally I'm trying to explore. However, putting all of these "motifs" one after another doesn't always equate to a good level. Therefore I like to keep a little library of different motifs that I can pull in to a level that needs some more gameplay sections. Or just starting from scratch and putting together various motifs which might work well together. Keeping the motifs in groups makes them easy to move around to try different combinations.




Example of different motifs ready to be put together to form a level



Eventually I will probably approach level making in a third manner, namely from a visual or "event" aspect. That is, making pieces of level that maybe wouldn't be so interesting if it was plainly white box, but that focus more on the dressing of that particular moment.



However for now I want to keep the focus more on the "pure gameplay" and be sure there's enough good stuff to cover the whole game, and in the process of doing so invent new mechanics to be used for designing levels.



Not sure how long it will be until my next entry. For a while I will probably just be making levels, and not sure how much of that I should be showing at this point Smiley



Let me know if there is anything you would like to know more about, or just any general thoughts you might have! Smiley



Until next time! Ta!