Hi gang! Today I’m going to talk about my motivations for making the game a one-button platformer. I’ve certainly been asked this question a few times and hopefully this devlog will give you a good insight as to why I’ve gone with this control scheme.
First things first; this has been the design goal for the game from the very beginning when I was first prototyping it and isn’t something that came about by accident. Although the game changed form somewhat during that prototyping phase, having only a single button input was always a core tenet of the game’s design.
Design Challenge
I kind of wanted to flex my design muscles a little with this project and work out how I could make a game that still had lots of fun platforming mechanics with just a single button. As I’ve hopefully demonstrated with previous blog entries, it turns out there’s a lot of gameplay to be had with this setup!
Each mechanic I designed had to work with this in mind. The vast majority of bubble powerups act as augments to Bubbles’ jump ability - whether it’s additional jump power, infinite vertical travel or switching dimensions. The hardest bubble powerup in this respect was the Launcher bubble - this is the one that lets you launch Bubbles at high speed in a specified direction.
Let's take a look at how this evolved over time:
Earliest designs for this actually had the Launcher make use of arrow keys / left stick, but I changed this because it felt so awkward having just one mechanic make use of directional input, especially one that appears relatively late in the game.
I then had this operate on a eight-directional carousel, which seemed to fix the problem - but if you missed a direction, the wait for the carousel to get back to where you wanted it to be would be interminable. Speeding it up to try and resolve the issue just meant it was easy to make input errors and go flying off in the wrong direction - very frustrating! How do you fix that?
Well, the solution turned out to be preserving the carousel system, slowing down the direction changes slightly, but only having them work in three directions. This didn’t actually change any of the gameplay I wanted to achieve from it such as using your momentum and re-entering a bubble to weave through hazards and it also simplified level design as I had much more control over where the player would likely go.
Accessibility
As a little bit of a preface/plug (hey, it’s relevant), I do a charity gaming marathon stream with some friends over the Easter holidays at GamingForOthers for the utterly brilliant SpecialEffect. Collaborating with them has been fantastic and I’ve learned a lot from them.
As a brief summary to the work SpecialEffect do, they are a charity that provides support for gamers with disabilities that prevent them from being able to use standard game controllers effectively - usually by creating bespoke controllers and setups that are tuned for each person’s needs.
However, SpecialEffect also work with the games industry to promote the inclusion of more accessibility options and controls as part of the game’s design. In addition to the single button controls, I have additional accessibility options in the form of Boosts that I’ll be covering in more detail in a future devlog.
This also has the upside of younger players or people who are normally intimidated by platform games being able to more easily enjoy the game! (For any hardcore players who might be worrying about the game being too easy, don’t worry - I very much have you covered too; that's also coming in a future devlog!).
I will be looking for Team Cats & Bears to support several SpecialEffect initiatives such as One Special Day and GameBlast.
Buttoned-Up
I wanted to make sure that the reaction I got from people playing the game was ‘Huh, I didn’t even realise I was missing extra buttons’. The one area I couldn’t really do with a single button was the menus - whilst I could technically have had something like a carousel that you stop with the input button, I think this would have been utterly nauseating to use in practice, so I did make an exception for that! Can you think of any ways to make a functioning UI with a diverse set of options and a single button only?
As ever, thank you for reading. If you enjoy these insights into the game’s development, please consider following and wishlisting the game to see more of them. You can also follow the game's development on Twitter, where I'll be happy to answer any questions you might have about the game or game development in general.
Many of you experienced that when you come back to a long-paused game, it would smash the windows and cause maximum damage to your locomotive. That should now be fixed in this second attempt.
For those of you who have been experiencing crashes when quitting the game, or other kinds of crashes, this build might potentially fix those problems. We are not sure about it, so please let us know if you're still experiencing them (this doesn't count crashes caused by insufficient memory!).
If you're a Vive user, you no longer need to swipe to turn around. A new option in the Misc menu will allow you to click the touchpad to rotate or flip pages.
Full changelog:
Build #61 - February 27, 2019:
Bug fixes:
- Fixed unpausing still shaking/damaging trains
Controls:
- Added option to click touchpad to turn, on Vive
Misc:
- Potentially fixed quit crash and some other crashes (updated burst compiler, untested)
Hey Guys, it pains us to do this, but unfortunately we had to delay the launch of Shadow Legend by one more week. It's taken us testing everyday since last week to even solve the current issue in the game and we wouldn't want to release the game to you guys until we've made sure everything else is working as it should. It's been very difficult to solve as the problem only occurs for some players, and even for those players it doesn't consistently happen. We really hate to postpone as so many of you are eager to play, but we are closer then we were last week. The issue may even be already fixed, although we can't be 100% sure without getting the all clear from beta testers that have the issue.
We've just pushed out an update for the building HUD UI. Based off our fully revised visual designs which you can view here.
This is what we currently have in this build (not quite there yet) Give it a go and try building a base! it should be a fair amount easier to run through your selection wheel, some of the contrast needs improvement but we feel it's a solid step in the right direction to making things a little more pleasant and less intrusive.
Additions
- New streamlined visuals for the Build Menu UI.
Changes
- Tweaked HUD effects for taking damage. - Tweaked low oxygen effect, it now only starts affecting vision when critically low.
Bug fixes
- Many inventory items had the wrong category applied which caused visual issues bugs with filtering. These have been resolved. - Fixed broken Ammo counter visuals on HUD. - Fixed Stalkers not dropping items when killed. - Minor terrain fixes.
P.S. You might of already noticed above, but we're also revamping our company branding to something more fresh going into March!
This includes our new studio getting a face lift too, which we're all excited to share.
We've been getting ourselves ready for 2019, and especially for our participation at GDC, the Game Developers Conference, that takes place in San Francisco.
Our goal is to get as close as we can to our planned Alpha version. The first step was already completed: the game has LOOT now! But we have 3 weeks to get ready for GDC, so we are prioritizing two things: making the game prettier and making it less buggy and more stable.
New Trailer Incoming!
We decided to start with pretty, and record new footage for our shiny new gameplay trailer. Our previous trailer is over 1 year old, and we've come a long way since, so it's about time we replaced it.
This new trailer is going to be 100% focused on action and gameplay, so expect a lot of bullets flying all over the place!
Art Improvements
We have fixed several visual bugs and worked on new features to improve the way the game looks.
Epic new visuals. #nofilter #nophotoshop
(Thanks to Founders @Shuwan4games, @Gitaxian and @Teku2001 for being our models on the picture above <3 )
The main feature that we worked on was the Backgrounds. We are using Unity's brand new Vector Graphics support to create huge, detailed and crisp-looking backgrounds that take very little video memory but scale beautifully to 4K resolutions.
Before (left) and After (right). Look at those backgrounds!
We also gave lighting a lot of attention, tweaking our character shaders, shadow color, color grading, and especially implementing a gorgeous SSAO (Screen-Space Ambient Occlusion) effect that ties everything together.
Before (left) and After (right). The lightning, color and depth are much improved!
We are not completely done, to be perfectly honest. The game looks good on screenshots but still has room for improvement when in movement.
There are still three major visual upgrades that we want to do in the near future: full-screen visual effects such as dust and wind; fog on the lower parts of the level; interactive objects such as grass moving and objects bouncing when you walk/shoot at them.
Bug fixes incoming!
We are now on full bug-hunt mode. With the help of our Founders and Backers we are finding and squashing as many bugs as we can to make the game as close to perfectly smooth as possible by the end of March.
Bug fix squad jumping from the dropship!
If you have access to the game, head over to our Discord on the #legend-bugreport channel. I am keeping a list of bugs that will be fixed pinned there, and if any bug that is annoying you is NOT on that list, let us know!
Relic Hunters Blitz
As previously announced, we have a new internal team called "Juno" and they are working on a brand new mobile Relic Hunters game. Yes, it will be free, and yes, it will be awesome! I wanted to post some work-in-progress images already, but it's so early that it's wiser to wait a bit until we know for sure the direction the game is taking.
We want it to be a super accessible game, so it will be a pixel-art, lo-fi game aimed at older hardware. We want everyone to experience a silk-smooth, 60 fps gameplay with bright colors and fun mechanics!
Here's a sneak peek at the new visual design of Jimmy and the Ducans:
Jimmy from Relic Hunters Zero (left) and Jimmy on Relic Hunters Blitz (right)
Ducan Trooper from Relic Hunters Zero (left) and Ducan Trooper from Relic Hunters Blitz (right)
I can't contain my HYPE :O
New Livestream Schedules
We are also changing our livestream schedules. There is a vote going on on Twitter and Discord, so just head over to your favorite one and voice your opinion: when do you think we should be doing our development livestreams?
Reverted default renderer on Windows to Direct3D on all configurations.
All infinite technologies have Space science pack as a pre-requisite.
Added textual error message when player tries to clean cursor but it isn't possible as inventory is full.
Added /unlock-shortcut-bar console command to unlock all shortcuts at once. This command does not disable achievements.
Keyboard shortcut for in-game undo feature will default to Ctrl+W on AZERTY keyboard layouts. more
Control settings will revert to defaults when starting the game with pre-0.17.2 config with AZERTY keyboard layout.
Bugfixes
Fixed Join Game through Steam Friend would fail to connect to a game with an error saying Steam Networking is disabled.
Fixed LuaGameScript::take_technology_screenshot() would crash the game.
Fixed a crash when trying to use async-saving when hosting multiplayer games on Windows. more
Fixed electric mining drill coverage area visualization was not drawn correctly. more
Fixed missing sprites on DirectX on GPUs supporting only feature level 10.0. more
Fixed that the GUI would be hidden if the game was saved and loaded while the technology GUI was open. more
Fixed a crash related to non gun/weapon items getting into the gun/weapon inventories. more
Fixed a crash when bringing up the escape menu in multiplayer while in the middle of using blueprints/deconstruction. more
Fixed a crash when mining ghosts built in the latency state. more
Fixed every incremental change of sound volume would save the full config file. more
Fixed that the category dropdown in the install mods GUI would only work the first time it was used. more
Fixed that mod thumbnails in zipped mods wouldn't show in the mods GUI. more
Fixed pre-requisites for the first tier of all upgrade technologies so that the required science packs are unlocked first. more
Fixed electric inserter technology description in the tutorial. more
Fixed that the undo shortcut tooltip didn't reflect latency hiding values and invalid entries filtering.
Fixed a desync when deconstructing item request proxies in the latency state. more
Fixed crash related to the hand logic and switching controllers. more
Fixed a crash when lamp with non-electrical energy source (modded) is viewed in the blueprint preview/tooltip.
Fixed that read-only multi-line text boxes wouldn't wrap text. more
Fixed that the fast and express loader entity icons had the wrong colors. more
Fixed that the autosave interval setting was off by one. more
Fixed map preview would not be cleared to black before preview is generated on some PCs. more
Fixed that active blueprint in a book was not preserved when using the book directly from the blueprint library. more
Fixed that the tutorial specific assembler was shown in the "made in in" row in the crafting queue tooltip. more
Fixed that the map type selection changed done by reset or changing the preset didn't update the sliders properly. more
Fixed a rare issue with migration of fluid mixing in a modded save. more
Fixed that the provided map-gen-settings.example.json contained invalid settings. more
Fixed that checking for updates could crash the game. more
Solved, that blueprint library link from quickbar appeared as an empty slot when the target blueprint wasn't available anymore and it wasn't possible to assign a new item to it.
Fixed PvP scenario error when updating space race frame with no silos present. more
The full list of today's changes is available below.
1. Change: Viviana Nandin group has been disbanded. The hero will fight on its own from now on. 2. Change: 'Silver Basilisk Skin' can now be stacked up to 10 items. 3. Change: 'Huntress of Remembrances' has been renamed 'Bloodhungry Elf.' 4. Change: 'Huntress of Remembrance's Helmet' has been renamed 'Helmet of Bloodhungry Elf.' 5. Change: 'Huntress of Remembrance's Ring' has been renamed 'Ring of Bloodhungry Elf.' 6. Update: 'Versus Zoons' titan loot has been updated with new items. 7. Update: 'Bloodhungry Elf' loot has been updated with new items. 8. Fix: 'Hollow' in Shamans Settlement has been corrected. You should not experience any obstacles in moving between the locations anymore. 9. Premium: NEW SALES!
Note: We are aware of the instability issues with our app. Our development team is working hard to resolve the problem. We kindly ask you for your patience and apologize for the inconvenience.