From the Lorebook: “Boulders are heavy objects you can push around, just be sure they don’t push you into something nasty instead! Their sheer weight can […]
The beauty of using a physics system is that you can create interesting interactions byt (re)combining elements and letting the engine do it’s thing. In this […]
Pilot Perils runs on a custom engine that employs box2d for physics. As a result we can create various interesting interactions between the player and the […]
Certain sections in the game are dark: Visibility is severely reduced, though players should still be able to make out faint hints of movement. We’ve also […]
From the Lorebook: “Portable Batteries activate machinery when placed in a Socket. Magnetic Bombs are also carried, but blast open blocked passageways instead.” Players automatically pick […]
Levels are dressed using multiple layers of Tile-able art assets, and we’ve spent considerable time trying to make them look nice. We hope you enjoy them!
Welcome to the last installment of the ‘Dev Diaries’. Now the Nintendo Switch release is drawing near, we’d like to reveal and discuss a feature that […]
During game developent you may encounter shortcomings and opportunities. Today we’ll discuss how we overhauled our Progression System: Every level in Pilot Perils contains a unique […]
Today we’ll elaborate on our previous post regarding scene iteration and take you through the game play design process in more detail, and discuss the topic […]
Hello and welcome to another installment of ‘Dev Diaries’. Today we’ll take a brief look at how levels are constructed in our editor. Our level design […]