Level 1 Redesign
almost 5 years ago
– Mon, Mar 09, 2020 at 11:49:59 PM
Hey Everybody!
Today I've been working on redesigning level 1 and adding in the new orb enemies that spawn ladders. I've listened to player's feedback, and level 1 was just too difficult for a lot of people. This new design is much better, check it out:
Sorry that this update links to a tweet - I'm having issues with uploading videos to Kickstarter (they get stuck at encoding phase). I tried to post this video 5 times, over the course of several hours, until I eventually gave up and embedded the twitter video. If this video upload bottleneck continues, then I will swap to just posting links to the twitter videos. I will continue to post gifs in these updates.
I appreciate your patience and support!
//Garrick
The Shipping Pre-Update
almost 5 years ago
– Mon, Mar 09, 2020 at 11:41:20 PM
Hey Everyone!
I've been hard at work on a new update for Lazr's demo. Today I've been working on getting full keyboard support into the game, which is harder than it sounds! In the following gif, watch the buttons in the background that help teach players the controls. These buttons change from controller UI to keyboard UI, based on the last used input from the player. If you last used keyboard, then the keyboard inputs are displayed, for example. This clears up some confusion players had about using a keyboard while looking at controller inputs.
Exploring the updated training levels.
On a different note, I have real numbers on how many physicals need to be manufactured and how much production and shipping costs will be. The overall cost will be lower than estimated, which is good.
The process of manufacturing the physicals (discs, tshirts, 3d models, art books) can now begin. I'm working with TopHat to setup a storefront where backers can purchase exclusive Lazr merch, in case you wanted to snag one of those sexy tshirts or a pack of stickers.
I'll have a bigger update soon!
//Garrick
Hover Vehicles!
almost 5 years ago
– Mon, Mar 09, 2020 at 11:24:49 PM
Hey Everyone!
In this update, I've added hover vehicles: airbikes, coupes, and sedans. Previously, these objects were part of levels, but they were part of the background texture. Since they were supposed to be hovering, it didn't make much sense that they were stationary, so I moved them from being background level art to being actual level objects, with animations and hitboxes. Having these hover vehicles is more thematic for the world Lazr exists in. I plan on making many varieties of hover vehicles, this is just a first pass to establish the concept functionally in game. Check it out:
I'm very happy with how the weather systems (like rain) layer together with the physics and collision systems to make level objects feel solid and real in-game. I need to add exhaust coming from the bottom of the vehicles, along with variations in their designs and shapes. They will be featured on the airbike boss level as well, in the current demo, soon.
Also I wanted to announce that my publisher TopHat is working on getting a backerkit store setup where backers can modify their tiers and add any items they'd like to purchase, giving you more options. We're hoping to launch that on the 23rd of this month, March 2020. Thanks!
Garrick
Holopets Stretch Goal Reached!
almost 5 years ago
– Sat, Feb 22, 2020 at 09:12:29 AM
Hey Everyone!
Lazr has reached it's first stretch goal of more Holopets! I wanted to announce this earlier, but the numbers were fluctuating too much at the time. So I'm happy to announce that additional holopet designs will be added into the full game. I'd like to explore flying pets as well, and even adding in a local co-op mode where player 2 can control the holopet similar to how Sonic and Tails worked on the sega.
I've also been working on and polishing the Infrno boss more. Here is a gif showing off his improved dash attack, which now features many red smoke particles:
I'm really happy with how the transition screen is working out too - it appears briefly at the end of the gif, where the screen flashes blue and pink and appears as larger squares. This effect was inspired by the light/dark world transitions from A Link To The Past, which is my favorite childhoood game on snes.
The Monday update is still on track. I've got a few things to polish and fix up, and some feedback/playtesting tonight with some testers, then the update is ready to go out. I might release it on Sunday, if all goes well. Stay Tuned! Sorry if these updates spam your inbox! :)
//Garrick
Upgraded Camera!
almost 5 years ago
– Fri, Feb 21, 2020 at 02:53:10 PM
I'm working on the camera for Lazr, improving it.
Now the camera will look ahead (left, right, up, down) based on the player's velocity, and is slower to move horizontally, so the action/movement is clearer/easier to read. This camera will be in the demo update scheduled for the 24th. Check out this gif, showing how the camera adapts to show the player more of the level as they move around.
Everything's on track for the Monday update, mostly working on art updates (finishing inferno's level details, like shops).
Thanks for helping me make Lazr!
//Garrick