
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. However, putting all of these "motifs" one after another doesn't always equate to a good level. It usually involves trying all the different combinations and abuses of the functionally I'm trying to explore. This approach is great for when you want to explore a certain mechanic or "hook". The other approach is to make levels in different "chunks" or "motifs", as I usually call them. 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. One way is to just start making the level (usually in the middle of the level) and keep building upon it linearly. 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.Ĭurrently I'm approaching level-making in two ways. It felt really good focusing on gameplay again, after having had the focus on the visuals of the game for so long. I've been warming up my game-making-muscles with a bit of level design. So, now that the initial "marketing-push" has happened I feel like I can go back to focusing more on making the game again. 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

I also did an interview for lv.80, which you can check out here:Īnd last but not least, Indie Game Magazine also wrote about it! Check it out here: Later another Swedish site also picked it up, called GameReactor: The first website to pick up on the game was actually my favorite Swedish gaming news site FZ.se: So it feels like it's high time to do a little press re-cap 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!
#MY FRIEND PEDRO UNBLOCKED WTF PROFESSIONAL#
Oh, and I even set up a Newsletter, cuz I'm professional like that.
#MY FRIEND PEDRO UNBLOCKED WTF UPDATE#
I'll probably update it more properly in the future, but this will do for now. In other news I also updated my website to draw attention to MFP: BBB. Here's the result in Blender (with added bloodstains): It seemed to do the trick and I managed to have that close up shot of the banana in the trailer. Well, why not try to UV unwrap the banana, in real life! curved.īanana 3D-scanning in progress (supervised by my project lead, mr.Pug-Bear) It was difficult to capture all the sides as well, since it was so.

At first I tried to get some shots of the banana, as it were, but it turned out too. Since I wanted a super close up shot of a banana, and wanted a high resolution texture to support this kind of shot, I thought I'd break out my camera and try to snap some close ups of an actual banana. Just thought I'd do a quick entry on some of the work I did for the trailer.
